345 lines
9.1 KiB
C++
345 lines
9.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/vehicle.h $
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// $Revision:: 31 $
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// $Author:: Markd $
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// $Date:: 3/05/99 5:51p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/vehicle.h $
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//
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// 31 3/05/99 5:51p Markd
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// made vehicles respawn in CTF, fixed up turrets a bit more
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//
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// 30 2/26/99 5:54p Markd
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// Fixed some stuff for turrets
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//
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// 29 2/19/99 7:49p Markd
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// implemented turret for CTF
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//
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// 28 11/16/98 8:26p Jimdose
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// made vehicles check for water and lava
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//
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// 27 11/08/98 10:55p Jimdose
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// seatoffset was archived twice
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//
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// 26 10/25/98 11:53p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 25 10/20/98 7:52p Markd
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// Fixed drivable vehicles
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//
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// 24 10/18/98 9:01p Markd
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// Added ShowWeapon method and showweapon variable
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//
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// 23 10/15/98 11:53p Markd
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// added jumping ability to vehicles
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//
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// 22 10/08/98 7:17p Markd
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// added steerinplace and stuff
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//
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// 21 10/06/98 9:45p Markd
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// Added last_origin to the class
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//
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// 20 9/21/98 4:21p Markd
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// Put in archive functions and rewrote all archive routines
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//
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// 19 9/16/98 10:07p Markd
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// working on vehicles
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//
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// 18 9/15/98 4:30p Markd
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// Updated vehicle code
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//
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// 17 9/14/98 6:13p Markd
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// Added some more functionality to vehicles
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//
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// 16 9/09/98 3:04p Markd
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// Added IsDrivable method
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//
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// 15 7/25/98 4:39p Jimdose
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// Added Driver
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//
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// 14 7/20/98 12:09p Markd
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// Added driveranim and seatoffset stuff
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//
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// 13 7/19/98 4:28p Markd
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// Got rid of Damage support
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//
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// 12 7/18/98 11:14p Markd
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// Added damage support
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//
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// 11 7/17/98 4:05p Markd
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// Added more functionality to the vehicles
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//
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// 10 6/23/98 2:59p Jimdose
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// Better (but still bad) driving code
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//
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// 9 6/22/98 2:05p Jimdose
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// Reintegrated into Sin
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//
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// 7 11/01/97 2:02p Jimdose
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// Worked on vehicles
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//
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// 6 10/31/97 9:03p Jimdose
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// Worked on vehicles
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//
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// 5 10/30/97 11:48p Jimdose
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// Worked on vehicle code
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//
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// 4 10/27/97 2:59p Jimdose
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// Removed dependency on quakedef.h
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//
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// 3 10/08/97 9:30p Jimdose
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// Refined Vehicle movement.
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//
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// 2 10/08/97 6:03p Jimdose
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// Began vehicle support.
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//
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// DESCRIPTION:
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// Script controlled vehicles.
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//
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#ifndef __VEHICLE_H__
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#define __VEHICLE_H__
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#include "g_local.h"
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#include "entity.h"
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#include "sentient.h"
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#include "scriptslave.h"
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extern Event EV_Vehicle_Enter;
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extern Event EV_Vehicle_Exit;
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extern Event EV_Vehicle_Drivable;
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extern Event EV_Vehicle_UnDrivable;
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extern Event EV_Vehicle_Lock;
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extern Event EV_Vehicle_UnLock;
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extern Event EV_Vehicle_SeatAnglesOffset;
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extern Event EV_Vehicle_SeatOffset;
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extern Event EV_Vehicle_DriverAnimation;
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extern Event EV_Vehicle_SetWeapon;
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extern Event EV_Vehicle_ShowWeapon;
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extern Event EV_Vehicle_SetSpeed;
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extern Event EV_Vehicle_SetTurnRate;
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class EXPORT_FROM_DLL VehicleBase : public ScriptModel
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{
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public:
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VehicleBase *vlink;
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Vector offset;
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CLASS_PROTOTYPE( VehicleBase );
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VehicleBase();
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void VehicleBase::Archive
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(
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Archiver &arc
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)
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{
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ScriptModel::Archive( arc );
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arc.WriteObjectPointer( vlink );
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arc.WriteVector( offset );
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}
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inline EXPORT_FROM_DLL void VehicleBase::Unarchive
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(
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Archiver &arc
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)
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{
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ScriptModel::Unarchive( arc );
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arc.ReadObjectPointer( ( Class ** )&vlink );
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arc.ReadVector( &offset );
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}
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/*QUAKED script_wheelsback (0 .5 .8) ?
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*/
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class EXPORT_FROM_DLL BackWheels : public VehicleBase
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{
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public:
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CLASS_PROTOTYPE( BackWheels );
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};
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/*QUAKED script_wheelsfront (0 .5 .8) ?
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*/
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class EXPORT_FROM_DLL FrontWheels : public VehicleBase
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{
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public:
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CLASS_PROTOTYPE( FrontWheels )
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};
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class EXPORT_FROM_DLL Vehicle : public VehicleBase
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{
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protected:
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SentientPtr driver;
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SentientPtr lastdriver;
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float maxturnrate;
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float currentspeed;
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float turnangle;
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float turnimpulse;
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float moveimpulse;
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float jumpimpulse;
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float speed;
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float conesize;
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float maxtracedist;
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int buttons;
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Vector cmd_angles;
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str weaponName;
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str driveranim;
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Vector last_origin;
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Vector seatangles;
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Vector seatoffset;
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Vector driveroffset;
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Vector Corners[4];
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qboolean drivable;
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qboolean locked;
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qboolean hasweapon;
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qboolean showweapon;
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qboolean steerinplace;
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qboolean jumpable;
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// CTF only stuff
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Vector startorigin;
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virtual void WorldEffects( void );
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virtual void CheckWater( void );
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virtual void DriverUse( Event *ev );
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virtual void VehicleStart( Event *ev );
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virtual void VehicleTouched( Event *ev );
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virtual void VehicleBlocked( Event *ev );
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virtual void Postthink( void );
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virtual void Drivable( Event *ev );
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virtual void UnDrivable( Event *ev );
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virtual void Jumpable( Event *ev );
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virtual void SeatAnglesOffset( Event *ev );
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virtual void SeatOffset( Event *ev );
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virtual void SetDriverAngles( Vector angles );
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virtual void Lock( Event *ev );
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virtual void UnLock( Event *ev );
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virtual void SetWeapon( Event *ev );
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virtual void ShowWeaponEvent( Event *ev );
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virtual void DriverAnimation( Event *ev );
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virtual void SetSpeed( Event *ev );
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virtual void SetTurnRate( Event *ev );
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virtual void SteerInPlace( Event *ev );
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public:
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CLASS_PROTOTYPE( Vehicle );
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Vehicle();
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virtual qboolean Drive( usercmd_t *ucmd );
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virtual qboolean HasWeapon( void );
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virtual qboolean ShowWeapon( void );
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Sentient *Driver( void );
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virtual qboolean IsDrivable( void );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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virtual float SetDriverPitch( float pitch );
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};
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inline EXPORT_FROM_DLL void Vehicle::Archive
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(
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Archiver &arc
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)
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{
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VehicleBase::Archive( arc );
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arc.WriteSafePointer( driver );
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arc.WriteSafePointer( lastdriver );
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arc.WriteFloat( maxturnrate );
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arc.WriteFloat( currentspeed );
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arc.WriteFloat( turnangle );
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arc.WriteFloat( turnimpulse );
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arc.WriteFloat( moveimpulse );
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arc.WriteFloat( jumpimpulse );
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arc.WriteFloat( speed );
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arc.WriteFloat( conesize );
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arc.WriteFloat( maxtracedist );
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arc.WriteString( weaponName );
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arc.WriteString( driveranim );
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arc.WriteVector( last_origin );
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arc.WriteVector( seatangles );
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arc.WriteVector( seatoffset );
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arc.WriteVector( driveroffset );
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arc.WriteVector( Corners[ 0 ] );
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arc.WriteVector( Corners[ 1 ] );
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arc.WriteVector( Corners[ 2 ] );
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arc.WriteVector( Corners[ 3 ] );
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arc.WriteBoolean( drivable );
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arc.WriteBoolean( locked );
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arc.WriteBoolean( hasweapon );
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arc.WriteBoolean( showweapon );
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arc.WriteBoolean( steerinplace );
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arc.WriteBoolean( jumpable );
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}
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inline EXPORT_FROM_DLL void Vehicle::Unarchive
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(
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Archiver &arc
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)
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{
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VehicleBase::Unarchive( arc );
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arc.ReadSafePointer( &driver );
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arc.ReadSafePointer( &lastdriver );
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arc.ReadFloat( &maxturnrate );
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arc.ReadFloat( ¤tspeed );
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arc.ReadFloat( &turnangle );
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arc.ReadFloat( &turnimpulse );
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arc.ReadFloat( &moveimpulse );
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arc.ReadFloat( &jumpimpulse );
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arc.ReadFloat( &speed );
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arc.ReadFloat( &conesize );
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arc.ReadFloat( &maxtracedist );
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arc.ReadString( &weaponName );
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arc.ReadString( &driveranim );
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arc.ReadVector( &last_origin );
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arc.ReadVector( &seatangles );
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arc.ReadVector( &seatoffset );
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arc.ReadVector( &driveroffset );
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arc.ReadVector( &Corners[ 0 ] );
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arc.ReadVector( &Corners[ 1 ] );
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arc.ReadVector( &Corners[ 2 ] );
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arc.ReadVector( &Corners[ 3 ] );
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arc.ReadBoolean( &drivable );
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arc.ReadBoolean( &locked );
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arc.ReadBoolean( &hasweapon );
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arc.ReadBoolean( &showweapon );
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arc.ReadBoolean( &steerinplace );
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arc.ReadBoolean( &jumpable );
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}
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class EXPORT_FROM_DLL DrivableVehicle : public Vehicle
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{
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public:
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float respawntime;
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CLASS_PROTOTYPE( DrivableVehicle );
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DrivableVehicle();
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virtual void Killed( Event *ev );
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virtual void Respawn( Event *ev );
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};
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL SafePtr<Vehicle>;
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#endif
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typedef SafePtr<Vehicle> VehiclePtr;
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#endif /* vehicle.h */
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