etqw-sdk/source/game/vehicles/RouteConstraint.h

153 lines
6 KiB
C
Raw Normal View History

2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __GAME_VEHICLES_ROUTECONSTRAINT_H__
#define __GAME_VEHICLES_ROUTECONSTRAINT_H__
#include "../misc/RenderEntityBundle.h"
class sdRouteConstraintMarker;
class sdRouteConstraintTracker;
class sdRoutePoint {
public:
static const int MAX_NODES = 8;
typedef idStaticList< const sdRoutePoint*, MAX_NODES > nodeList_t;
typedef idStaticList< sdRenderEntityBundle, sdRoutePoint::MAX_NODES > renderList_t;
void Init( sdRouteConstraintMarker* marker );
void Clear( void );
void AddParent( sdRoutePoint* point );
void AddChild( sdRoutePoint* point );
void SetAngles( const idAngles& value ) { angles = value; }
static void Link( sdRoutePoint* parent, sdRoutePoint* child );
static sdRoutePoint* Allocate( void ) { sdRoutePoint* point = s_allocator.Alloc(); point->Clear(); return point; }
static void Free( sdRoutePoint* point ) { s_allocator.Free( point ); }
const idStrList& GetTargetNames( void ) const { return targetNames; }
const char* GetName( void ) const { return name.c_str(); }
const idVec3& GetOrigin( void ) const { return origin; }
const idAngles& GetAngles( void ) const { return angles; }
const nodeList_t& GetChildren( void ) const { return children; }
const nodeList_t& GetParents( void ) const { return parents; }
bool GetAllowAirDrop( void ) const { return allowAirDrop; }
int OnChain( const sdRoutePoint* chainEnd ) const;
const sdRoutePoint* FindCommonParent( const sdRoutePoint* other ) const;
const sdRoutePoint* FindCommonChild( const sdRoutePoint* other ) const;
private:
const sdRoutePoint* FindCommonParent( const sdRoutePoint* other, const sdRoutePoint* node ) const;
const sdRoutePoint* FindCommonChild( const sdRoutePoint* other, const sdRoutePoint* node ) const;
private:
idVec3 origin;
idAngles angles;
nodeList_t parents;
nodeList_t children;
idStr name;
idStrList targetNames;
bool allowAirDrop;
qhandle_t maskHandle;
static idBlockAlloc< sdRoutePoint, 32 > s_allocator;
};
class sdRouteConstraintController : public idEntity {
CLASS_PROTOTYPE( sdRouteConstraintController );
public:
sdRouteConstraintController( void );
~sdRouteConstraintController( void );
void Spawn( void );
void Display( sdRouteConstraintTracker* tracker );
void SetRenderPoint( sdRouteConstraintTracker* tracker, sdRoutePoint* newPoint );
void Update( sdRouteConstraintTracker* tracker );
void AddPoint( sdRouteConstraintMarker* marker );
const sdRoutePoint* GetStartPoint( void ) const { return startPoint; }
const sdRoutePoint* GetEndPoint( void ) const { return endPoint; }
private:
void Event_Link( void ); // Gordon: it is wii day after all ;)
void CheckForLoops( idList< const sdRoutePoint* >& checkPoints, const sdRoutePoint* point );
sdRoutePoint* FindPoint( const char* name );
sdRoutePoint* FindPoint( const idVec3& origin );
private:
idList< sdRoutePoint* > points;
sdRoutePoint* startPoint;
sdRoutePoint* endPoint;
bool linked;
qhandle_t maskHandle;
int warningPointDeviance;
int maxPointDeviance;
idRenderModel* directionalModel;
const idDeclSkin* directionalModelSkin;
idVec3 directionalModelColor;
};
class sdRouteConstraintMarker : public idEntity {
CLASS_PROTOTYPE( sdRouteConstraintMarker );
public:
virtual void PostMapSpawn( void );
private:
};
class sdRouteConstraintTracker {
public:
sdRouteConstraintTracker( void );
void Init( idEntity* _entity );
void SetTrackerEntity( idEntity* entity );
bool IsValid( void ) const { return controller.IsValid(); }
void Display( void );
void Hide( void );
void Update( void );
void Reset( void ) { bestPoint = currentPoint; positionWarning = false; maskWarning = false; kickPlayer = false; }
idEntity* GetEntity( void ) const { return entity; }
const sdRoutePoint* GetCurrentPoint( void ) const { return currentPoint; }
const sdRoutePoint* GetBestPoint( void ) const { return bestPoint; }
const sdRoutePoint* GetBestReserve( void ) const { return bestPointReserve; }
const sdRoutePoint* GetRenderPoint( void ) const { return renderPoint; }
bool GetPositionWarning( void ) const { return positionWarning; }
bool GetMaskWarning( void ) const { return maskWarning; }
bool GetKickPlayer( void ) const { return kickPlayer; }
float GetKickDistance( void ) const { return kickDistance; }
sdRoutePoint::renderList_t& GetRenderList( void ) { return markers; }
idEntity* GetTrackerEntity( void ) const { return controller; }
void SetCurrentPoint( const sdRoutePoint* point ) { currentPoint = point; }
void SetBestPoint( const sdRoutePoint* point ) { SetReserve( bestPoint ); bestPoint = point; }
void SetRenderPoint( const sdRoutePoint* point ) { renderPoint = point; }
void SetPositionWarning( bool value ) { positionWarning = value; }
void SetMaskWarning( bool value ) { maskWarning = value; }
void SetKickPlayer( bool value ) { kickPlayer = value; }
void SetKickDistance( int value ) { kickDistance = value; }
void GetDropLocation( idVec3& position, idAngles& angles ) const;
private:
void SetReserve( const sdRoutePoint* point );
const sdRoutePoint* currentPoint;
const sdRoutePoint* bestPoint;
const sdRoutePoint* bestPointReserve;
const sdRoutePoint* renderPoint;
idEntity* entity;
idEntityPtr< sdRouteConstraintController > controller;
bool positionWarning;
bool maskWarning;
bool kickPlayer;
int kickDistance;
sdRoutePoint::renderList_t markers;
};
#endif // __GAME_VEHICLES_ROUTECONSTRAINT_H__