mirror of
https://github.com/UberGames/EF2GameSource.git
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218 lines
6.5 KiB
C
218 lines
6.5 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/actor_locomotion.h $
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// $Revision:: 22 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:53a $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source 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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//
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// DESCRIPTION:
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// Motion and Movement Related Classes
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//
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class MovementSubsystem;
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class LocomotionController;
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#ifndef __ACTOR_LOCOMOTION_H__
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#define __ACTOR_LOCOMOTION_H__
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#include "actor.h"
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#include "actorincludes.h"
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#include "weapon.h"
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#include "path.h"
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#include "steering.h"
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class LocomotionController
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{
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public:
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LocomotionController();
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LocomotionController( Actor *actor );
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~LocomotionController();
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void Begin();
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void Evaluate();
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void End();
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// Accessors & Mutators
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void SetMovementStyle( MovementStyle style );
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MovementStyle GetMovementStyle();
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// Archiving
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virtual void Archive( Archiver &arc );
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void DoArchive( Archiver &arc , Actor *actor );
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protected:
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void _init();
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private:
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Actor *act;
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MovementStyle _movementStyle;
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FollowPath _chase;
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};
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//============================
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// Class MovementSubsystem
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//============================
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//
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// Encapsulates movement related data and functionality for the actor
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//
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class MovementSubsystem
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{
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public:
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MovementSubsystem();
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MovementSubsystem( Actor *actor );
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~MovementSubsystem();
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qboolean CanMoveTo( const Vector &pos );
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bool CanWalkTowardsPoint( const Vector &goalPoint, const int mask = -1);
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qboolean CanWalkTo( const Vector &pos, float bounding_box_extra = 0, int entnum = ENTITYNUM_NONE, const int mask = -1 );
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qboolean CanWalkToFrom( const Vector &origin, const Vector &pos, float bounding_box_extra = 0, int entnum = ENTITYNUM_NONE, const int mask = -1 );
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void Accelerate( const Vector &steering );
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void CalcMove( void );
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stepmoveresult_t WaterMove( void );
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stepmoveresult_t AirMove( void );
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stepmoveresult_t IsMoveValid( trace_t &horizontalTrace, trace_t &verticalTrace, const Vector &moveBegin, const Vector &moveEnd );
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stepmoveresult_t TryMove( void );
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stepmoveresult_t SimpleMove( const bool stickToGround );
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qboolean Push( const Vector &dir );
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void CheckWater( void );
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float JumpTo( PathNode * goal, const Angle angle = 45.0f );
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float JumpTo( Entity * goal, const Angle angle = 45.0f );
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float JumpTo( const Vector &targ, const Angle angle = 45.0f );
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const Vector SteerTowardsPoint(const Vector &targetPosition, const Vector &targetVelocity, const Vector &moveDirection, const float maxSpeed=1.0f, const bool adjustSpeed = false);
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// Archiving
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virtual void Archive( Archiver &arc );
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void DoArchive( Archiver &arc , Actor *actor );
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// Accessors and Mutators
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void setStep( const Vector &step );
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const Vector & getStep() const;
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void setLastMove( stepmoveresult_t lastMove );
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stepmoveresult_t getLastMove();
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void setMove( const Vector &move );
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Vector getMove();
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void setMoveDir( const Vector &moveDir );
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Vector getMoveDir();
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void setMoveVelocity( const Vector &moveVelocity );
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Vector getMoveVelocity();
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void setAnimDir( const Vector &animDir );
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Vector getAnimDir();
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void setDiveDir( const Vector &diveDir );
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Vector getDiveDir();
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void setStartPos( const Vector &startPos );
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Vector getStartPos();
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void setTotalLen( float totalLen );
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float getTotalLen();
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void setTurnSpeed( float turnSpeed );
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float getTurnSpeed();
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void setForwardSpeed( float forwardSpeed );
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float getForwardSpeed();
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void setMoveSpeed( float moveSpeed );
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float getMoveSpeed();
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void setPath( Path* path );
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Path* getPath();
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void setFlipLegs( qboolean flip );
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qboolean getFlipLegs();
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void flipLegs();
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void setMovingBackwards( qboolean backwards );
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qboolean getMovingBackwards();
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void setFaceEnemy ( bool faceEnemy );
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bool getFaceEnemy ();
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void setAdjustAnimDir( bool adjustAnimDir );
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bool getAdjustAnimDir();
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void setMovementType( MovementType_t mType );
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MovementType_t getMovementType();
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void SetStickToGround( const bool stick );
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const bool GetStickToGround( void ) const;
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void setUseCodeDrivenSpeed( bool useCode );
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bool getUseCodeDrivenSpeed();
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Entity* getBlockingEntity();
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void clearBlockingEntity();
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protected: // Functions
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Vector _getRealDestinationPosition( const Vector &pos ) const;
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stepmoveresult_t _noGravityTryMove( const Vector &oldorg, trace_t &verticalTrace ) const;
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trace_t _feetWidthTrace( const Vector ¤tLoc , const Vector &bottom , const Vector &endPos, const int mask ) const;
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float _getTraceStep() const;
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void _saveGroundInformation(trace_t &trace);
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qboolean _isBlockedByDoor(trace_t &trace ) const;
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qboolean _canMoveSimplePath(const Vector &mins, const Vector &maxs, const Vector &pos ) const;
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qboolean _isBlockedByFall(trace_t &trace ) const;
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qboolean _allowFall() const;
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qboolean _shouldTryMove() const;
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qboolean _checkHaveGroundEachStep( const Vector &start, const Vector &end, const Vector &test_mins , const Vector &test_maxs, const int mask = -1 ) const;
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void _init();
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private: // Member Variables
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static Vector _step;
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stepmoveresult_t _lastmove;
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float _forwardspeed;
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PathPtr _path;
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Vector _move;
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Vector _movedir;
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float _movespeed;
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Vector _movevelocity;
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float _totallen;
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float _turnspeed;
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Vector _animdir;
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Vector _divedir;
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Vector _startpos;
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qboolean _fliplegs;
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qboolean _movingBackwards;
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bool _faceEnemy;
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bool _adjustAnimDir;
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MovementType_t _movementType;
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bool _stickToGround;
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bool _useCodeDrivenSpeed;
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Actor *act;
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EntityPtr _blockingEntity;
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};
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inline void MovementSubsystem::setUseCodeDrivenSpeed( bool useCode )
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{
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_useCodeDrivenSpeed = useCode;
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}
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inline bool MovementSubsystem::getUseCodeDrivenSpeed()
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{
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return _useCodeDrivenSpeed;
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}
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#endif /* __ACTOR_LOCOMOTION_H__ */
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