etqw-sdk/source/game/decls/declVehicleScript.h

296 lines
7.3 KiB
C
Raw Normal View History

2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __DECLVEHICLESCRIPT_H__
#define __DECLVEHICLESCRIPT_H__
#include "../Game.h"
#include "../../decllib/declEntityDef.h"
#include "../../decllib/declTypeHolder.h"
//******************************************
// Consts
//******************************************
const int LIGHTID_VEHICLE_LIGHT = 200;
//******************************************
// ENUMS
//******************************************
typedef enum vehiclePartType_e {
VPT_PART = BITT< 0 >::VALUE,
VPT_SIMPLE_PART = BITT< 1 >::VALUE,
VPT_WHEEL = BITT< 2 >::VALUE,
VPT_ROTOR = BITT< 3 >::VALUE,
VPT_HOVER = BITT< 4 >::VALUE,
VPT_MASS = BITT< 5 >::VALUE,
VPT_TRACK = BITT< 6 >::VALUE,
VPT_THRUSTER = BITT< 7 >::VALUE,
VPT_SUSPENSION = BITT< 8 >::VALUE,
VPT_VTOL = BITT< 9 >::VALUE,
VPT_ANTIGRAV = BITT< 10 >::VALUE,
VPT_SCRIPTED_PART = BITT< 11 >::VALUE,
VPT_PSEUDO_HOVER = BITT< 12 >::VALUE,
VPT_DRAGPLANE = BITT< 13 >::VALUE,
VPT_RUDDER = BITT< 14 >::VALUE,
VPT_AIRBRAKE = BITT< 15 >::VALUE,
VPT_HURTZONE = BITT< 16 >::VALUE,
VPT_ANTIROLL = BITT< 17 >::VALUE,
VPT_ANTIPITCH = BITT< 18 >::VALUE,
} vehiclePartType_t;
//******************************************
// Structs
//******************************************
struct engineSoundInfo_t {
idStr soundFile;
idStr jointName;
float lowDB;
float highDB;
float lowRev;
float highRev;
float leadIn;
float leadOut;
float minFreqshift;
float maxFreqshift;
float fsStart;
float fsStop;
};
struct clipModelInfo_t {
idStr jointname;
idVec3 offset;
idVec3 mins;
idVec3 maxs;
};
struct vehicleLightInfo_t {
int group;
int lightType;
float maxVisDist;
idVec3 offset;
idStr jointName;
idStr shader;
idVec3 color;
idVec3 radius;
idVec3 target;
idVec3 up;
idVec3 right;
idVec3 start;
idVec3 end;
bool pointlight;
bool noSelfShadow;
};
struct vehiclePartInfo_t{
idDict data;
};
struct vehicleRigidBodyRotorBladeInfo_t {
idStr joint;
float speedScale;
};
struct vehicleExitInfo_t {
idStr joint;
};
struct vehicleWeaponInfo_t {
idStr name;
const sdDeclStringMap* weaponDef;
idStr weaponType;
angleClamp_t clampYaw;
angleClamp_t clampPitch;
};
struct vehicleIKSystemInfo_t {
idStr name;
idDict ikParms;
idStr ikType;
angleClamp_t clampYaw;
angleClamp_t clampPitch;
};
struct positionViewMode_t {
bool allowDamping;
bool hideVehicle;
bool tophatRequired;
bool followPitch;
bool followYaw;
bool hideHud;
bool thirdPerson;
bool autoCenter;
bool showCockpit;
bool isInterior;
bool showCrosshairInThirdPerson;
bool hideDecoyInfo;
bool showTargetingInfo;
bool playerShadow;
bool noCockpitShadows;
bool showOtherPassengers;
bool matchPrevious;
float foliageDepthHack;
float damageScale;
angleClamp_t clampYaw;
angleClamp_t clampPitch;
// final absolute clamps after view damping
angleClamp_t clampDampedYaw;
angleClamp_t clampDampedPitch;
float cameraDistance;
float cameraHeight;
float cameraFocus;
float cameraFocusHeight;
idStr eyes;
idStr eyePivot;
idVec3 dampCopyFactor;
float dampSpeed;
idStr zoomTable;
const idSoundShader* zoomInSound;
const idSoundShader* zoomOutSound;
idStr type;
idStr sensitivityYaw;
idStr sensitivityPitch;
idStr sensitivityYawScale;
idStr sensitivityPitchScale;
};
struct positionInfo_t {
idStr name;
const sdDeclLocStr* hudname;
idList< vehicleWeaponInfo_t > weapons;
idList< vehicleIKSystemInfo_t > ikSystems;
idList< positionViewMode_t > views;
idDict data;
idDict cockpitInfo;
};
//******************************************
// Classes
//******************************************
class sdDeclVehicleLight {
public:
vehicleLightInfo_t lightInfo;
public:
void SetDefault( void );
void TouchMedia( void ) {
if ( lightInfo.shader && lightInfo.shader[0] ) {
declHolder.declMaterialType.LocalFind( lightInfo.shader );
}
}
};
class sdDeclVehicleEngineSound {
public:
engineSoundInfo_t soundInfo;
public:
void SetDefault( void );
};
class sdDeclVehiclePart {
public:
idDict data;
public:
void SetDefault( void );
virtual void TouchMedia( void );
};
class sdDeclVehicleExit {
public:
vehicleExitInfo_t exitInfo;
public:
void SetDefault( void );
};
class sdDeclVehiclePosition {
public:
positionInfo_t positionInfo;
mutable int oldCameraMode[ MAX_CLIENTS ];
public:
sdDeclVehiclePosition( void );
void SetDefault( void );
void ClearWeapon( vehicleWeaponInfo_t& weapon );
void ClearIKSystem( vehicleIKSystemInfo_t& ikSystem );
void ClearView( positionViewMode_t& view );
void SetCameraMode( int clientIndex, int cameraMode ) const;
int GetCameraMode( int clientIndex ) const;
protected:
void ClearClamp( angleClamp_t& clamp );
};
typedef struct vehiclePart_s {
sdDeclVehiclePart* part;
vehiclePartType_t type;
} vehiclePart_t;
class sdDeclVehicleScript : public idDecl {
public:
sdDeclVehicleScript( void );
virtual ~sdDeclVehicleScript( void );
virtual void FreeData( void );
virtual bool Parse( const char *text, const int textLength );
bool ParseEngineSoundToken( sdDeclVehicleEngineSound* engineSound, idParser& src, idToken& token );
bool ParseExitToken( sdDeclVehicleExit* exit, idParser& src, idToken& token );
bool ParsePositionToken( sdDeclVehiclePosition* position, idParser& src, idToken& token );
bool ParseLightToken( sdDeclVehicleLight* light, idParser& src, idToken& token );
bool ParseView( positionViewMode_t& view, idParser& src );
bool ParseClamp( angleClamp_t& clamp, idParser& src );
bool ParseWeapon( vehicleWeaponInfo_t& weapon, idParser& src );
bool ParseIKSystem( vehicleIKSystemInfo_t& ikSystem, idParser& src );
template< typename T >
bool ParseItem( idParser& src, idList< T* >& list, bool ( sdDeclVehicleScript::*FUNC )( T* item, idParser& src, idToken& token ) );
bool ParsePart( idParser& src, vehiclePartType_t type );
void ResetCameraMode( int clientIndex ) const;
int GetCameraMode( int clientIndex, int positionIndex ) const;
void SetCameraMode( int clientIndex, int positionIndex, int cameraMode ) const;
static void CacheFromDict( const idDict& dict );
void TouchMedia( void ) const;
const idList< sdPair< idStr, idDict > >& GetCockpitInfo( void ) const { return cockpitInfo; }
public:
idList< sdDeclVehicleEngineSound* > engineSounds;
idList< sdDeclVehicleLight* > lights;
idList< sdDeclVehiclePosition* > positions;
idList< sdDeclVehicleExit* > exits;
idList< vehiclePart_t > parts;
idList< sdPair< idStr, idDict > > cockpitInfo;
};
#endif // __DECLVEHICLESCRIPT_H__