ef2-sdk/dlls/game/actor_locomotion.h

218 lines
6.7 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/actor_locomotion.h $
// $Revision:: 22 $
// $Author:: Steven $
// $Date:: 10/13/03 8:53a $
//
// Copyright (C) 2001 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Motion and Movement Related Classes
//
class MovementSubsystem;
class LocomotionController;
#ifndef __ACTOR_LOCOMOTION_H__
#define __ACTOR_LOCOMOTION_H__
#include "actor.h"
#include "actorincludes.h"
#include "weapon.h"
#include "path.h"
#include "steering.h"
class LocomotionController
{
public:
LocomotionController();
LocomotionController( Actor *actor );
~LocomotionController();
void Begin();
void Evaluate();
void End();
// Accessors & Mutators
void SetMovementStyle( MovementStyle style );
MovementStyle GetMovementStyle();
// Archiving
virtual void Archive( Archiver &arc );
void DoArchive( Archiver &arc , Actor *actor );
protected:
void _init();
private:
Actor *act;
MovementStyle _movementStyle;
FollowPath _chase;
};
//============================
// Class MovementSubsystem
//============================
//
// Encapsulates movement related data and functionality for the actor
//
class MovementSubsystem
{
public:
MovementSubsystem();
MovementSubsystem( Actor *actor );
~MovementSubsystem();
qboolean CanMoveTo( const Vector &pos );
bool CanWalkTowardsPoint( const Vector &goalPoint, const int mask = -1);
qboolean CanWalkTo( const Vector &pos, float bounding_box_extra = 0, int entnum = ENTITYNUM_NONE, const int mask = -1 );
qboolean CanWalkToFrom( const Vector &origin, const Vector &pos, float bounding_box_extra = 0, int entnum = ENTITYNUM_NONE, const int mask = -1 );
void Accelerate( const Vector &steering );
void CalcMove( void );
stepmoveresult_t WaterMove( void );
stepmoveresult_t AirMove( void );
stepmoveresult_t IsMoveValid( trace_t &horizontalTrace, trace_t &verticalTrace, const Vector &moveBegin, const Vector &moveEnd );
stepmoveresult_t TryMove( void );
stepmoveresult_t SimpleMove( const bool stickToGround );
qboolean Push( const Vector &dir );
void CheckWater( void );
float JumpTo( PathNode * goal, const Angle angle = 45.0f );
float JumpTo( Entity * goal, const Angle angle = 45.0f );
float JumpTo( const Vector &targ, const Angle angle = 45.0f );
const Vector SteerTowardsPoint(const Vector &targetPosition, const Vector &targetVelocity, const Vector &moveDirection, const float maxSpeed=1.0f, const bool adjustSpeed = false);
// Archiving
virtual void Archive( Archiver &arc );
void DoArchive( Archiver &arc , Actor *actor );
// Accessors and Mutators
void setStep( const Vector &step );
const Vector & getStep() const;
void setLastMove( stepmoveresult_t lastMove );
stepmoveresult_t getLastMove();
void setMove( const Vector &move );
Vector getMove();
void setMoveDir( const Vector &moveDir );
Vector getMoveDir();
void setMoveVelocity( const Vector &moveVelocity );
Vector getMoveVelocity();
void setAnimDir( const Vector &animDir );
Vector getAnimDir();
void setDiveDir( const Vector &diveDir );
Vector getDiveDir();
void setStartPos( const Vector &startPos );
Vector getStartPos();
void setTotalLen( float totalLen );
float getTotalLen();
void setTurnSpeed( float turnSpeed );
float getTurnSpeed();
void setForwardSpeed( float forwardSpeed );
float getForwardSpeed();
void setMoveSpeed( float moveSpeed );
float getMoveSpeed();
void setPath( Path* path );
Path* getPath();
void setFlipLegs( qboolean flip );
qboolean getFlipLegs();
void flipLegs();
void setMovingBackwards( qboolean backwards );
qboolean getMovingBackwards();
void setFaceEnemy ( bool faceEnemy );
bool getFaceEnemy ();
void setAdjustAnimDir( bool adjustAnimDir );
bool getAdjustAnimDir();
void setMovementType( MovementType_t mType );
MovementType_t getMovementType();
void SetStickToGround( const bool stick );
const bool GetStickToGround( void ) const;
void setUseCodeDrivenSpeed( bool useCode );
bool getUseCodeDrivenSpeed();
Entity* getBlockingEntity();
void clearBlockingEntity();
protected: // Functions
Vector _getRealDestinationPosition( const Vector &pos ) const;
stepmoveresult_t _noGravityTryMove( const Vector &oldorg, trace_t &verticalTrace ) const;
trace_t _feetWidthTrace( const Vector &currentLoc , const Vector &bottom , const Vector &endPos, const int mask ) const;
float _getTraceStep() const;
void _saveGroundInformation(trace_t &trace);
qboolean _isBlockedByDoor(trace_t &trace ) const;
qboolean _canMoveSimplePath(const Vector &mins, const Vector &maxs, const Vector &pos ) const;
qboolean _isBlockedByFall(trace_t &trace ) const;
qboolean _allowFall() const;
qboolean _shouldTryMove() const;
qboolean _checkHaveGroundEachStep( const Vector &start, const Vector &end, const Vector &test_mins , const Vector &test_maxs, const int mask = -1 ) const;
void _init();
private: // Member Variables
static Vector _step;
stepmoveresult_t _lastmove;
float _forwardspeed;
PathPtr _path;
Vector _move;
Vector _movedir;
float _movespeed;
Vector _movevelocity;
float _totallen;
float _turnspeed;
Vector _animdir;
Vector _divedir;
Vector _startpos;
qboolean _fliplegs;
qboolean _movingBackwards;
bool _faceEnemy;
bool _adjustAnimDir;
MovementType_t _movementType;
bool _stickToGround;
bool _useCodeDrivenSpeed;
Actor *act;
EntityPtr _blockingEntity;
};
inline void MovementSubsystem::setUseCodeDrivenSpeed( bool useCode )
{
_useCodeDrivenSpeed = useCode;
}
inline bool MovementSubsystem::getUseCodeDrivenSpeed()
{
return _useCodeDrivenSpeed;
}
#endif /* __ACTOR_LOCOMOTION_H__ */