quake4-sdk/source/game/Actor.h
2007-06-15 00:00:00 +00:00

426 lines
15 KiB
C++

// RAVEN BEGIN
// bdube: note that this file is no longer merged with Doom3 updates
//
// MERGE_DATE 09/30/2004
#ifndef __GAME_ACTOR_H__
#define __GAME_ACTOR_H__
/*
===============================================================================
idActor
===============================================================================
*/
extern const idEventDef AI_EnableEyeFocus;
extern const idEventDef AI_DisableEyeFocus;
extern const idEventDef EV_Footstep;
extern const idEventDef EV_FootstepLeft;
extern const idEventDef EV_FootstepRight;
extern const idEventDef EV_EnableWalkIK;
extern const idEventDef EV_DisableWalkIK;
extern const idEventDef EV_EnableLegIK;
extern const idEventDef EV_DisableLegIK;
extern const idEventDef AI_SetAnimPrefix;
extern const idEventDef AI_PlayAnim;
extern const idEventDef AI_PlayCycle;
extern const idEventDef AI_AnimDone;
extern const idEventDef AI_SetBlendFrames;
extern const idEventDef AI_GetBlendFrames;
extern const idEventDef AI_ScriptedMove;
extern const idEventDef AI_ScriptedDone;
extern const idEventDef AI_ScriptedStop;
// RAVEN BEGIN
// bdube: added flashlight
extern const idEventDef AI_Flashlight;
extern const idEventDef AI_EnterVehicle;
extern const idEventDef AI_ExitVehicle;
// nmckenzie:
extern const idEventDef AI_OverrideAnim;
extern const idEventDef AI_IdleAnim;
extern const idEventDef AI_SetState;
// jshepard: adjust animation speed
extern const idEventDef AI_SetAnimRate;
//MCG: damage over time
extern const idEventDef EV_DamageOverTime;
extern const idEventDef EV_DamageOverTimeEffect;
//MCG: script-callable joint crawl effect
extern const idEventDef EV_JointCrawlEffect;
// abahr:
extern const idEventDef AI_LookAt;
extern const idEventDef AI_FaceEnemy;
extern const idEventDef AI_FaceEntity;
extern const idEventDef AI_JumpDown;
extern const idEventDef AI_SetLeader;
// RAVEN END
class idAnimState {
public:
bool idleAnim;
int animBlendFrames;
int lastAnimBlendFrames; // allows override anims to blend based on the last transition time
public:
idAnimState();
~idAnimState();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Init( idEntity *owner, idAnimator *_animator, int animchannel );
void Shutdown( void );
void SetState ( const char *name, int blendFrames, int flags = 0 );
void PostState ( const char* name, int blendFrames = 0, int delay = 0, int flags = 0 );
void StopAnim( int frames );
void PlayAnim( int anim );
void CycleAnim( int anim );
void BecomeIdle( void );
bool UpdateState( void );
bool Disabled( void ) const;
void Enable( int blendFrames );
void Disable( void );
bool AnimDone( int blendFrames ) const;
bool IsIdle( void ) const;
animFlags_t GetAnimFlags( void ) const;
rvStateThread& GetStateThread ( void );
idAnimator * GetAnimator( void ) const {return animator;};
private:
// RAVEN BEGIN
// bdube: converted self to entity ptr so any entity can use it
idEntity * self;
// RAVEN END
idAnimator * animator;
int channel;
bool disabled;
rvStateThread stateThread;
};
ID_INLINE rvStateThread& idAnimState::GetStateThread ( void ) {
return stateThread;
}
class idAttachInfo {
public:
idEntityPtr<idEntity> ent;
int channel;
};
class idActor : public idAFEntity_Gibbable {
public:
CLASS_PROTOTYPE( idActor );
int team;
idLinkList<idActor> teamNode;
int rank; // monsters don't fight back if the attacker's rank is higher
idMat3 viewAxis; // view axis of the actor
idLinkList<idActor> enemyNode; // node linked into an entity's enemy list for quick lookups of who is attacking him
idLinkList<idActor> enemyList; // list of characters that have targeted the player as their enemy
public:
idActor( void );
virtual ~idActor( void );
void Spawn( void );
virtual void Restart( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Hide( void );
virtual void Show( void );
virtual int GetDefaultSurfaceType( void ) const;
virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
virtual bool LoadAF( const char* keyname = NULL, bool purgeAF = false );
void SetupBody( void );
virtual void CheckBlink( void );
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
// script state management
void ShutdownThreads ( void );
void UpdateState ( void );
virtual void OnStateThreadClear ( const char *statename, int flags = 0 );
void SetState ( const char *statename, int flags = 0 );
void PostState ( const char* statename, int delay = 0, int flags = 0 );
void InterruptState ( const char* statename, int delay = 0, int flags = 0 );
// vision testing
void SetEyeHeight( float height );
void SetChestHeight ( float height );
float EyeHeight( void ) const;
virtual idVec3 GetEyePosition( void ) const;
virtual idVec3 GetChestPosition ( void ) const;
idEntity* GetGroundEntity ( void ) const;
virtual idEntity* GetGroundElevator( idEntity* testElevator=NULL ) const;
void Present( void );
virtual void GetViewPos ( idVec3 &origin, idMat3 &axis ) const;
void SetFOV ( float fov, float fovClose );
bool CheckFOV ( const idVec3 &pos, float ang = -1.0f ) const;
virtual bool HasFOV ( idEntity *ent );
virtual bool CanSee ( const idEntity *ent, bool useFOV ) const;
virtual bool CanSeeFrom ( const idVec3& from, const idEntity *ent, bool useFOV ) const;
virtual bool CanSeeFrom ( const idVec3& from, const idVec3& toPos, bool useFOV ) const;
// damage
void SetupDamageGroups( void );
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
// RAVEN BEGIN
// nmckenzie: a final hook in the middle of the damage function
virtual void AdjustHealthByDamage ( int inDamage ){health -= inDamage;}
// RAVEN END
virtual int GetDamageForLocation( int damage, int location );
const char * GetDamageGroup( int location );
void ClearPain( void );
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
// model/combat model/ragdoll
void SetCombatModel( void );
idClipModel * GetCombatModel( void ) const;
virtual void LinkCombat( void );
virtual void UnlinkCombat( void );
bool StartRagdoll( void );
void StopRagdoll( void );
virtual bool UpdateAnimationControllers( void );
// delta view angles to allow movers to rotate the view of the actor
const idAngles & GetDeltaViewAngles( void ) const;
void SetDeltaViewAngles( const idAngles &delta );
bool HasEnemies( void ) const;
idActor * ClosestEnemyToPoint( const idVec3 &pos, float maxRange=0.0f, bool returnFirst=false, bool checkPVS=false );
idActor * EnemyWithMostHealth();
virtual bool OnLadder ( void ) const;
virtual void OnStateChange ( int channel );
virtual void OnFriendlyFire ( idActor* attacker );
virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const;
void Attach( idEntity *ent );
idEntity* FindAttachment( const char* attachmentName );
void HideAttachment( const char* attachmentName );
void ShowAttachment( const char* attachmentName );
idEntity* GetHead() { return head; }
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
virtual renderView_t * GetRenderView();
// Animation
int PlayAnim ( int channel, const char *name, int blendFrames );
bool PlayCycle ( int channel, const char *name, int blendFrames );
void IdleAnim ( int channel, const char *name, int blendFrames );
void OverrideAnim ( int channel );
bool HasAnim ( int channel, const char *name, bool forcePrefix = false );
int GetAnim ( int channel, const char *name, bool forcePrefix = false );
bool AnimDone ( int channel, int blendFrames );
// animation state control
void UpdateAnimState ( void );
void SetAnimState ( int channel, const char *name, int blendFrames = 0, int flags = 0 );
void PostAnimState ( int channel, const char *name, int blendFrames = 0, int delay = 0, int flags = 0 );
void StopAnimState ( int channel );
bool InAnimState ( int channel, const char *name );
virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
// RAVEN BEGIN
// bdube: added for vehicle
bool IsInVehicle ( void ) const;
rvVehicleController& GetVehicleController ( void );
virtual void GuidedProjectileIncoming( idGuidedProjectile * projectile );
bool DebugFilter (const idCVar& test) const;
// RAVEN END
virtual bool IsCrouching ( void ) const {return false;};
virtual bool SkipImpulse( idEntity* ent, int id );
int lightningNextTime;
int lightningEffects;
protected:
friend class idAnimState;
float fovDot; // cos( fovDegrees )
float fovCloseDot; // cos( fovDegreesClose )
float fovCloseRange; // range within to use fovCloseDot
idVec3 eyeOffset; // offset of eye relative to physics origin
idVec3 chestOffset; // offset of chest relative to physics origin
idVec3 modelOffset; // offset of visual model relative to the physics origin
idAngles deltaViewAngles; // delta angles relative to view input angles
int pain_debounce_time; // next time the actor can show pain
int pain_delay; // time between playing pain sound
idStrList damageGroups; // body damage groups
idList<float> damageScale; // damage scale per damage gruop
bool inDamageEvent; // hacky-ass bool to prevent us from starting a new EV_DamageOverTime in our ::Damage
bool use_combat_bbox; // whether to use the bounding box for combat collision
// joint handles
jointHandle_t leftEyeJoint;
jointHandle_t rightEyeJoint;
jointHandle_t soundJoint;
jointHandle_t eyeOffsetJoint;
jointHandle_t chestOffsetJoint;
jointHandle_t neckJoint;
jointHandle_t headJoint;
idIK_Walk walkIK;
idStr animPrefix;
idStr painType;
idStr painAnim;
// blinking
int blink_anim;
int blink_time;
int blink_min;
int blink_max;
idAnimState headAnim;
idAnimState torsoAnim;
idAnimState legsAnim;
rvStateThread stateThread;
idEntityPtr<idAFAttachment> head; // safe pointer to attached head
bool disablePain;
bool allowEyeFocus;
bool finalBoss;
int painTime;
idList<idAttachInfo> attachments;
virtual void Gib( const idVec3 &dir, const char *damageDefName );
void CheckDeathObjectives( void );
// RAVEN BEGIN
// bdube: vehicles
virtual bool EnterVehicle ( idEntity* vehicle );
virtual bool ExitVehicle ( bool force = false );
// RAVEN END
// removes attachments with "remove" set for when character dies
void RemoveAttachments( void );
// RAVEN BEGIN
// bdube: vehicles
rvVehicleController vehicleController;
// bdube: flashlights
renderLight_t flashlight;
int flashlightHandle;
jointHandle_t flashlightJoint;
idVec3 flashlightOffset;
// bdube: death force
int deathPushTime;
idVec3 deathPushForce;
jointHandle_t deathPushJoint;
void FlashlightUpdate ( bool forceOn = false );
void InitDeathPush ( const idVec3& dir, int location, const idDict* damageDict, float pushScale = 1.0f );
void DeathPush ( void );
// Add some dynamic externals for debugging
virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
// RAVEN END
protected:
virtual void FootStep ( void );
virtual void SetupHead( const char* headDefName = "", idVec3 headOffset = idVec3(0, 0, 0) );
private:
void SyncAnimChannels( int channel, int syncToChannel, int blendFrames );
void FinishSetup( void );
void Event_EnableEyeFocus( void );
void Event_DisableEyeFocus( void );
void Event_EnableBlink( void );
void Event_DisableBlink( void );
void Event_Footstep( void );
void Event_EnableWalkIK( void );
void Event_DisableWalkIK( void );
void Event_EnableLegIK( int num );
void Event_DisableLegIK( int num );
void Event_SetAnimPrefix( const char *name );
void Event_LookAtEntity( idEntity *ent, float duration );
void Event_PreventPain( float duration );
void Event_DisablePain( void );
void Event_EnablePain( void );
void Event_StopAnim( int channel, int frames );
void Event_PlayAnim( int channel, const char *name );
void Event_PlayCycle( int channel, const char *name );
void Event_IdleAnim( int channel, const char *name );
void Event_SetSyncedAnimWeight( int channel, int anim, float weight );
void Event_OverrideAnim( int channel );
void Event_EnableAnim( int channel, int blendFrames );
void Event_SetBlendFrames( int channel, int blendFrames );
void Event_GetBlendFrames( int channel );
void Event_HasEnemies( void );
void Event_NextEnemy( idEntity *ent );
void Event_ClosestEnemyToPoint( const idVec3 &pos );
void Event_StopSound( int channel, int netsync );
void Event_GetHead( void );
void Event_Teleport ( idVec3 &newPos, idVec3 &newAngles );
void Event_Flashlight ( bool enable );
void Event_EnterVehicle ( idEntity* vehicle );
void Event_ExitVehicle ( bool force );
void Event_PreExitVehicle( bool force );
void Event_SetAnimRate ( float multiplier );
void Event_DamageOverTime ( int endTime, int interval, idEntity *inflictor, idEntity *attacker, idVec3 &dir, const char *damageDefName, const float damageScale, int location );
virtual void Event_DamageOverTimeEffect ( int endTime, int interval, const char *damageDefName );
void Event_JointCrawlEffect ( const char *effectKeyName, float crawlSecs );
CLASS_STATES_PROTOTYPE ( idActor );
protected:
// Wait states
stateResult_t State_Wait_LegsAnim ( const stateParms_t& parms );
stateResult_t State_Wait_TorsoAnim ( const stateParms_t& parms );
stateResult_t State_Wait_Frame ( const stateParms_t& parms );
void DisableAnimState ( int channel );
void EnableAnimState ( int channel );
idAnimState& GetAnimState ( int channel );
};
ID_INLINE bool idActor::IsInVehicle( void ) const {
return vehicleController.IsDriving();
}
ID_INLINE rvVehicleController& idActor::GetVehicleController( void ) {
return vehicleController;
}
#endif /* !__GAME_ACTOR_H__ */
// RAVEN END