ef2-sdk/dlls/game/vehicle.h
2003-11-05 00:00:00 +00:00

459 lines
11 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/vehicle.h $
// $Revision:: 22 $
// $Author:: Steven $
// $Date:: 10/13/03 8:54a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Script controlled vehicles.
//
class Vehicle;
class HorseVehicle;
#ifndef __VEHICLE_H__
#define __VEHICLE_H__
#include "g_local.h"
#include "entity.h"
#include "sentient.h"
#include "scriptslave.h"
#include "waypoints.h"
extern Event EV_Vehicle_Enter;
extern Event EV_Vehicle_Exit;
extern Event EV_Vehicle_Drivable;
extern Event EV_Vehicle_UnDrivable;
extern Event EV_Vehicle_Lock;
extern Event EV_Vehicle_UnLock;
extern Event EV_Vehicle_SeatAnglesOffset;
extern Event EV_Vehicle_SeatOffset;
extern Event EV_Vehicle_DriverAnimation;
extern Event EV_Vehicle_SetWeapon;
extern Event EV_Vehicle_ShowWeapon;
extern Event EV_Vehicle_SetSpeed;
extern Event EV_Vehicle_SetTurnRate;
extern Event EV_FollowPath_SetWayPointName;
typedef enum
{
CROSSHAIR_MODE_STRAIGHT,
CROSSHAIR_MODE_RIGHT,
CROSSHAIR_MODE_LEFT
} crosshairMode_t;
typedef enum
{
JUMPMODE_START,
JUMPMODE_HOLD,
JUMPMODE_LAND,
JUMPMODE_DONE
} jumpMode_t;
typedef enum
{
DUCKMODE_START,
DUCKMODE_HOLD,
DUCKMODE_FINISH,
DUCKMODE_DONE
} duckMode_t;
//================================================
// VehicleMoveMode Classes
//
// The move mode classes provide a way for all new
// vehicles to easily change they're movement
// strategy
//=================================================
class VehicleMoveMode : public Listener
{
public:
CLASS_PROTOTYPE( VehicleMoveMode );
VehicleMoveMode ();
virtual void Move( Vehicle *vehicle );
virtual void HandleEvent( Event *ev );
};
class HVMoveMode_Standard : public VehicleMoveMode
{
public:
HVMoveMode_Standard ();
void Move( Vehicle *vehicle );
};
class HVMoveMode_Strafe : public VehicleMoveMode
{
public:
HVMoveMode_Strafe ();
void Move( Vehicle *vehicle );
};
class HVMoveMode_Locked : public VehicleMoveMode
{
public:
HVMoveMode_Locked ();
void Move( Vehicle *vehicle );
};
class HVMoveMode_FollowPath : public VehicleMoveMode
{
public:
CLASS_PROTOTYPE( HVMoveMode_FollowPath );
HVMoveMode_FollowPath ();
void Move( Vehicle *vehicle );
void SetWaypointName ( Event *ev );
void HandleEvent ( Event *ev );
private:
void _SetWayPoint( const str& name );
void _RunThread( const str &thread_name );
private:
WayPointNode* _currentWaypoint;
str _currentWaypointName;
qboolean _pathcompleted;
};
//================================================
// Old Vehicle Base class -- Needs to be changed
//================================================
class VehicleBase : public ScriptModel
{
public:
VehicleBase *vlink;
Vector offset;
CLASS_PROTOTYPE( VehicleBase );
VehicleBase();
virtual void Archive( Archiver &arc );
};
inline void VehicleBase::Archive
(
Archiver &arc
)
{
ScriptModel::Archive( arc );
arc.ArchiveObjectPointer( ( Class ** )&vlink );
arc.ArchiveVector( &offset );
}
/*QUAKED script_wheelsback (0 .5 .8) ?
*/
class BackWheels : public VehicleBase
{
public:
CLASS_PROTOTYPE( BackWheels );
};
/*QUAKED script_wheelsfront (0 .5 .8) ?
*/
class FrontWheels : public VehicleBase
{
public:
CLASS_PROTOTYPE( FrontWheels );
};
class Vehicle : public VehicleBase
{
public:
float turnimpulse;
float pitchimpulse;
float moveimpulse;
float jumpimpulse;
float currentspeed;
Vector _DriverBBoxMaxs;
Vector _DriverBBoxMins;
Vector _originalBBoxMaxs;
Vector _originalBBoxMins;
void CalculateOrientation();
protected:
SentientPtr driver;
SentientPtr lastdriver;
float maxturnrate;
float turnangle;
float pitchangle;
float speed;
float conesize;
float maxtracedist;
str weaponName;
str driveranim;
Vector last_origin;
Vector seatangles;
Vector seatoffset;
Vector driveroffset;
Vector Corners[4];
qboolean drivable;
qboolean locked;
qboolean hasweapon;
qboolean showweapon;
qboolean steerinplace;
qboolean jumpable;
qboolean _restrictPitch;
float _maximumPitch;
float _minimumPitch;
qboolean _restrictYaw;
float _maximumYaw;
float _minimumYaw;
float _startYaw;
float _startPitch;
float _yawSeam;
float _pitchSeam;
qboolean _noPrediction;
vec3_t _oldOrigin;
bool _oldWeaponName;
bool _disableInventory;
//Test stuff
float usetime;
virtual void WorldEffects( void );
virtual void CheckWater( void );
virtual void DriverUse( Event *ev );
virtual void VehicleStart( Event *ev );
virtual void VehicleTouched( Event *ev );
virtual void VehicleBlocked( Event *ev );
virtual void Postthink( void );
virtual void Drivable( Event *ev );
virtual void UnDrivable( Event *ev );
virtual void Jumpable( Event *ev );
virtual void SeatAnglesOffset( Event *ev );
virtual void SeatOffset( Event *ev );
virtual void SetDriverAngles( const Vector &angles );
virtual void Lock( Event *ev );
virtual void UnLock( Event *ev );
virtual void SetWeapon( Event *ev );
virtual void ShowWeaponEvent( Event *ev );
virtual void DriverAnimation( Event *ev );
virtual void SetSpeed( Event *ev );
virtual void SetTurnRate( Event *ev );
virtual void SteerInPlace( Event *ev );
public:
CLASS_PROTOTYPE( Vehicle );
Vehicle();
virtual qboolean Drive( usercmd_t *ucmd );
virtual qboolean HasWeapon( void );
virtual qboolean ShowWeapon( void );
Sentient *Driver( void );
virtual qboolean IsDrivable( void );
void disableDriverInventory( void );
void enableDriverInventory( void );
virtual void Archive( Archiver &arc );
virtual void HandleEvent( Event *ev );
void RestrictPitch(Event* event);
void RestrictRotation(Event* event);
void SetNoPrediction(Event* event);
void DisableInventory(Event* event);
};
inline void Vehicle::Archive( Archiver &arc )
{
VehicleBase::Archive( arc );
arc.ArchiveFloat( &turnimpulse );
arc.ArchiveFloat( &moveimpulse );
arc.ArchiveFloat( &moveimpulse );
arc.ArchiveFloat( &jumpimpulse );
arc.ArchiveFloat( &currentspeed );
arc.ArchiveVector( &_DriverBBoxMaxs );
arc.ArchiveVector( &_DriverBBoxMins );
arc.ArchiveVector( &_originalBBoxMaxs );
arc.ArchiveVector( &_originalBBoxMins );
arc.ArchiveSafePointer( &driver );
arc.ArchiveSafePointer( &lastdriver );
arc.ArchiveFloat( &maxturnrate );
arc.ArchiveFloat( &turnangle );
arc.ArchiveFloat( &pitchangle );
arc.ArchiveFloat( &speed );
arc.ArchiveFloat( &conesize );
arc.ArchiveFloat( &maxtracedist );
arc.ArchiveString( &weaponName );
arc.ArchiveString( &driveranim );
arc.ArchiveVector( &last_origin );
arc.ArchiveVector( &seatangles );
arc.ArchiveVector( &seatoffset );
arc.ArchiveVector( &driveroffset );
arc.ArchiveVector( &Corners[ 0 ] );
arc.ArchiveVector( &Corners[ 1 ] );
arc.ArchiveVector( &Corners[ 2 ] );
arc.ArchiveVector( &Corners[ 3 ] );
arc.ArchiveBoolean( &drivable );
arc.ArchiveBoolean( &locked );
arc.ArchiveBoolean( &hasweapon );
arc.ArchiveBoolean( &showweapon );
arc.ArchiveBoolean( &steerinplace );
arc.ArchiveBoolean( &jumpable );
arc.ArchiveBoolean(&_restrictPitch);
arc.ArchiveFloat(&_maximumPitch);
arc.ArchiveFloat(&_minimumPitch);
arc.ArchiveBoolean(&_restrictYaw);
arc.ArchiveFloat(&_maximumYaw);
arc.ArchiveFloat(&_minimumYaw);
arc.ArchiveFloat( &_startYaw );
arc.ArchiveFloat( &_startPitch );
arc.ArchiveFloat( &_yawSeam );
arc.ArchiveFloat( &_pitchSeam );
arc.ArchiveBoolean(&_noPrediction);
arc.ArchiveFloat( &usetime );
arc.ArchiveBool(&_disableInventory);
}
class DrivableVehicle : public Vehicle
{
public:
CLASS_PROTOTYPE( DrivableVehicle );
DrivableVehicle();
virtual void Killed( Event *ev );
};
//=================================================
// Horse Vehicle
// A lot of this functionality needs to be redone
// in a cleaner vehicle base class
//=================================================
class HorseVehicle : public DrivableVehicle
{
public:
CLASS_PROTOTYPE( HorseVehicle );
HorseVehicle();
~HorseVehicle();
//Virtual Functions
qboolean Drive( usercmd_t *ucmd );
void Postthink( void );
void DriverUse( Event *ev );
//Other Functions
void SetVehicleMoveMode( Event *ev );
void SetForcedForwardSpeed ( Event *ev );
void SetWaypointName( Event *ev );
void SetMinYawThreshold( Event *ev );
void SetMaxYawThreshold( Event *ev );
void SetMinPitchThreshold( Event *ev );
void SetMaxPitchThreshold( Event *ev );
void PassToMoveMode( Event *ev );
void AnimDone( Event *ev );
void DriverAnimDone ( Event *ev );
void HandleEvent ( Event *ev );
private:
void _SetSpeed( Event *ev );
void _PlayMovementSound();
void _AnimateVehicle(const str &anim, qboolean useEvent = false );
void _AnimateDriver( const str &anim, qboolean useEvent = false );
void _PositionDriverModel();
void _InitializeJump();
void _HandleJump();
void _InitializeDuck();
void _HandleDuck();
void _SetMoveMode( const str &modeName );
void _SetCrossHairMode();
void _SetBaseYaw();
//Member Vars
private:
float _baseYaw;
float _driverYaw;
float _lastYaw;
float _minYawThreshold;
float _maxYawThreshold;
float _driverPitch;
float _lastPitch;
float _minPitchThreshold;
float _maxPitchThreshold;
float _forcedForwardSpeed;
float _jumptime;
qboolean _jumpflag;
qboolean _jumped;
float _jumpSpeed;
qboolean _animDone;
qboolean _driverAnimDone;
float _holdtime;
jumpMode_t _jumpmode;
duckMode_t _duckmode;
qboolean _duckflag;
qboolean _ducked;
qboolean _duckheld;
crosshairMode_t _currentCrosshairMode;
crosshairMode_t _newCrosshairMode;
VehicleMoveMode* _moveMode;
};
typedef SafePtr<Vehicle> VehiclePtr;
#endif /* vehicle.h */