sin-sdk/vehicle.h
1999-11-02 00:00:00 +00:00

345 lines
9.1 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/vehicle.h $
// $Revision:: 31 $
// $Author:: Markd $
// $Date:: 3/05/99 5:51p $
//
// 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.
//
// $Log:: /Quake 2 Engine/Sin/code/game/vehicle.h $
//
// 31 3/05/99 5:51p Markd
// made vehicles respawn in CTF, fixed up turrets a bit more
//
// 30 2/26/99 5:54p Markd
// Fixed some stuff for turrets
//
// 29 2/19/99 7:49p Markd
// implemented turret for CTF
//
// 28 11/16/98 8:26p Jimdose
// made vehicles check for water and lava
//
// 27 11/08/98 10:55p Jimdose
// seatoffset was archived twice
//
// 26 10/25/98 11:53p Jimdose
// added EXPORT_TEMPLATE
//
// 25 10/20/98 7:52p Markd
// Fixed drivable vehicles
//
// 24 10/18/98 9:01p Markd
// Added ShowWeapon method and showweapon variable
//
// 23 10/15/98 11:53p Markd
// added jumping ability to vehicles
//
// 22 10/08/98 7:17p Markd
// added steerinplace and stuff
//
// 21 10/06/98 9:45p Markd
// Added last_origin to the class
//
// 20 9/21/98 4:21p Markd
// Put in archive functions and rewrote all archive routines
//
// 19 9/16/98 10:07p Markd
// working on vehicles
//
// 18 9/15/98 4:30p Markd
// Updated vehicle code
//
// 17 9/14/98 6:13p Markd
// Added some more functionality to vehicles
//
// 16 9/09/98 3:04p Markd
// Added IsDrivable method
//
// 15 7/25/98 4:39p Jimdose
// Added Driver
//
// 14 7/20/98 12:09p Markd
// Added driveranim and seatoffset stuff
//
// 13 7/19/98 4:28p Markd
// Got rid of Damage support
//
// 12 7/18/98 11:14p Markd
// Added damage support
//
// 11 7/17/98 4:05p Markd
// Added more functionality to the vehicles
//
// 10 6/23/98 2:59p Jimdose
// Better (but still bad) driving code
//
// 9 6/22/98 2:05p Jimdose
// Reintegrated into Sin
//
// 7 11/01/97 2:02p Jimdose
// Worked on vehicles
//
// 6 10/31/97 9:03p Jimdose
// Worked on vehicles
//
// 5 10/30/97 11:48p Jimdose
// Worked on vehicle code
//
// 4 10/27/97 2:59p Jimdose
// Removed dependency on quakedef.h
//
// 3 10/08/97 9:30p Jimdose
// Refined Vehicle movement.
//
// 2 10/08/97 6:03p Jimdose
// Began vehicle support.
//
// DESCRIPTION:
// Script controlled vehicles.
//
#ifndef __VEHICLE_H__
#define __VEHICLE_H__
#include "g_local.h"
#include "entity.h"
#include "sentient.h"
#include "scriptslave.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;
class EXPORT_FROM_DLL VehicleBase : public ScriptModel
{
public:
VehicleBase *vlink;
Vector offset;
CLASS_PROTOTYPE( VehicleBase );
VehicleBase();
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void VehicleBase::Archive
(
Archiver &arc
)
{
ScriptModel::Archive( arc );
arc.WriteObjectPointer( vlink );
arc.WriteVector( offset );
}
inline EXPORT_FROM_DLL void VehicleBase::Unarchive
(
Archiver &arc
)
{
ScriptModel::Unarchive( arc );
arc.ReadObjectPointer( ( Class ** )&vlink );
arc.ReadVector( &offset );
}
/*QUAKED script_wheelsback (0 .5 .8) ?
*/
class EXPORT_FROM_DLL BackWheels : public VehicleBase
{
public:
CLASS_PROTOTYPE( BackWheels );
};
/*QUAKED script_wheelsfront (0 .5 .8) ?
*/
class EXPORT_FROM_DLL FrontWheels : public VehicleBase
{
public:
CLASS_PROTOTYPE( FrontWheels )
};
class EXPORT_FROM_DLL Vehicle : public VehicleBase
{
protected:
SentientPtr driver;
SentientPtr lastdriver;
float maxturnrate;
float currentspeed;
float turnangle;
float turnimpulse;
float moveimpulse;
float jumpimpulse;
float speed;
float conesize;
float maxtracedist;
int buttons;
Vector cmd_angles;
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;
// CTF only stuff
Vector startorigin;
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( 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 );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
virtual float SetDriverPitch( float pitch );
};
inline EXPORT_FROM_DLL void Vehicle::Archive
(
Archiver &arc
)
{
VehicleBase::Archive( arc );
arc.WriteSafePointer( driver );
arc.WriteSafePointer( lastdriver );
arc.WriteFloat( maxturnrate );
arc.WriteFloat( currentspeed );
arc.WriteFloat( turnangle );
arc.WriteFloat( turnimpulse );
arc.WriteFloat( moveimpulse );
arc.WriteFloat( jumpimpulse );
arc.WriteFloat( speed );
arc.WriteFloat( conesize );
arc.WriteFloat( maxtracedist );
arc.WriteString( weaponName );
arc.WriteString( driveranim );
arc.WriteVector( last_origin );
arc.WriteVector( seatangles );
arc.WriteVector( seatoffset );
arc.WriteVector( driveroffset );
arc.WriteVector( Corners[ 0 ] );
arc.WriteVector( Corners[ 1 ] );
arc.WriteVector( Corners[ 2 ] );
arc.WriteVector( Corners[ 3 ] );
arc.WriteBoolean( drivable );
arc.WriteBoolean( locked );
arc.WriteBoolean( hasweapon );
arc.WriteBoolean( showweapon );
arc.WriteBoolean( steerinplace );
arc.WriteBoolean( jumpable );
}
inline EXPORT_FROM_DLL void Vehicle::Unarchive
(
Archiver &arc
)
{
VehicleBase::Unarchive( arc );
arc.ReadSafePointer( &driver );
arc.ReadSafePointer( &lastdriver );
arc.ReadFloat( &maxturnrate );
arc.ReadFloat( &currentspeed );
arc.ReadFloat( &turnangle );
arc.ReadFloat( &turnimpulse );
arc.ReadFloat( &moveimpulse );
arc.ReadFloat( &jumpimpulse );
arc.ReadFloat( &speed );
arc.ReadFloat( &conesize );
arc.ReadFloat( &maxtracedist );
arc.ReadString( &weaponName );
arc.ReadString( &driveranim );
arc.ReadVector( &last_origin );
arc.ReadVector( &seatangles );
arc.ReadVector( &seatoffset );
arc.ReadVector( &driveroffset );
arc.ReadVector( &Corners[ 0 ] );
arc.ReadVector( &Corners[ 1 ] );
arc.ReadVector( &Corners[ 2 ] );
arc.ReadVector( &Corners[ 3 ] );
arc.ReadBoolean( &drivable );
arc.ReadBoolean( &locked );
arc.ReadBoolean( &hasweapon );
arc.ReadBoolean( &showweapon );
arc.ReadBoolean( &steerinplace );
arc.ReadBoolean( &jumpable );
}
class EXPORT_FROM_DLL DrivableVehicle : public Vehicle
{
public:
float respawntime;
CLASS_PROTOTYPE( DrivableVehicle );
DrivableVehicle();
virtual void Killed( Event *ev );
virtual void Respawn( Event *ev );
};
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL SafePtr<Vehicle>;
#endif
typedef SafePtr<Vehicle> VehiclePtr;
#endif /* vehicle.h */