ef2gamesource/dlls/game/characterstate.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

600 lines
15 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/characterstate.h $
// $Revision:: 15 $
// $Date:: 10/13/03 8:53a $
//
// Copyright (C) 1999 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.
//
//
// DESCRIPTION:
//
//===========================
// Forward Declarations
//===========================
#ifndef __CHARACTERSTATE_H__
#define __CHARACTERSTATE_H__
#include "g_local.h"
#include "script.h"
enum testcondition_t
{
TC_ISTRUE, // no prefix
TC_ISFALSE, // !
TC_EDGETRUE, // +
TC_EDGEFALSE // -
};
enum movecontrol_t
{
MOVECONTROL_USER, // Quake style
MOVECONTROL_LEGS, // Quake style, legs state system active
MOVECONTROL_ANIM, // move based on animation, with full collision testing
MOVECONTROL_ABSOLUTE, // move based on animation, with full collision testing but no turning
MOVECONTROL_HANGING, // move based on animation, with full collision testing, hanging
MOVECONTROL_WALLHUG, // move based on animation, with full collision testing, hanging
MOVECONTROL_MONKEYBARS, // move based on animation, with full collision testing, monkey bars
MOVECONTROL_PIPECRAWL, // move based on animation, with full collision testing, crawling on pipe
MOVECONTROL_PIPEHANG, // move based on animation, with full collision testing, hanging from pipe
MOVECONTROL_STEPUP,
MOVECONTROL_ROPE_GRAB,
MOVECONTROL_ROPE_RELEASE,
MOVECONTROL_ROPE_MOVE,
MOVECONTROL_PICKUPENEMY,
MOVECONTROL_PUSH,
MOVECONTROL_CLIMBWALL,
MOVECONTROL_USEANIM,
MOVECONTROL_CROUCH,
MOVECONTROL_LOOPUSEANIM,
MOVECONTROL_USEOBJECT,
MOVECONTROL_COOLOBJECT,
MOVECONTROL_FAKEPLAYER
};
enum cameratype_t
{
CAMERA_TOPDOWN,
CAMERA_BEHIND,
CAMERA_FRONT,
CAMERA_SIDE,
CAMERA_BEHIND_FIXED,
CAMERA_SIDE_LEFT,
CAMERA_SIDE_RIGHT,
CAMERA_BEHIND_NOPITCH
};
#define DEFAULT_MOVETYPE MOVECONTROL_LEGS
#define DEFAULT_CAMERA CAMERA_BEHIND
class Conditional;
template< class Type >
struct Condition
{
const char *name;
qboolean ( Type::*func )( Conditional &condition );
};
class Conditional : public Class
{
private :
qboolean result;
qboolean previous_result;
bool checked;
public :
Condition<Class> condition;
Container<str> parmList;
bool getResult( testcondition_t test, Entity &ent );
const char *getName( void );
Conditional( void );
Conditional( const Condition<Class> &condition );
const char *getParm( int number );
void addParm( const str &parm );
int numParms( void );
void clearCheck( void );
};
inline void Conditional::addParm
(
const str &parm
)
{
parmList.AddObject( parm );
}
inline const char *Conditional::getParm
(
int number
)
{
if ( ( number < 1 ) || ( number > parmList.NumObjects() ) )
{
gi.Error( ERR_DROP, "Parm #%d out of range on %s condition\n", number, condition.name );
}
return parmList.ObjectAt( number ).c_str();
}
inline int Conditional::numParms
(
void
)
{
return parmList.NumObjects();
}
inline void Conditional::clearCheck
(
void
)
{
checked = false;
}
inline const char *Conditional::getName
(
void
)
{
return condition.name;
}
inline bool Conditional::getResult
(
testcondition_t test,
Entity &ent
)
{
if ( condition.func && !checked )
{
checked = true;
previous_result = result;
result = ( ent.*condition.func )( (Conditional&)*this );
}
switch( test )
{
case TC_ISFALSE :
return !result;
break;
case TC_EDGETRUE :
return result && !previous_result;
break;
case TC_EDGEFALSE :
return !result && previous_result;
break;
case TC_ISTRUE :
default :
return result != false;
}
}
class State;
class StateMap;
class FuzzyVar;
class Expression : public Class
{
private :
struct condition_t
{
testcondition_t test;
int condition_index;
};
str value;
Container<condition_t> conditions;
// For Fuzzy Vars
float points;
public :
Expression();
Expression( const Expression &exp );
Expression( Script &script, State &state );
Expression( Script &script, FuzzyVar &fuzzyVar );
void operator=( const Expression &exp );
bool getResult( const State &state, Entity &ent, const Container<Conditional *> *sent_conditionals );
bool getResult( const FuzzyVar &fVar, Entity &ent, const Container<Conditional *> *sent_conditionals );
const char *getValue( void );
// For Fuzzy Vars
float getPoints();
};
inline void Expression::operator=
(
const Expression &exp
)
{
int i;
Expression *temp_exp = (Expression *)&exp; // This is here to get around some const issues
value = exp.value;
points = exp.points;
conditions.FreeObjectList();
for( i = 1; i <= temp_exp->conditions.NumObjects(); i++ )
{
conditions.AddObject( temp_exp->conditions.ObjectAt( i ) );
}
}
inline const char *Expression::getValue
(
void
)
{
return value.c_str();
}
inline float Expression::getPoints()
{
return points;
}
class State : public Class
{
private :
Container<int> condition_indexes;
StateMap &statemap;
str name;
str nextState;
movecontrol_t movetype;
cameratype_t cameratype;
str behaviorName;
Container<str> behaviorParmList;
str headBehaviorName;
Container<str> headBehaviorParmList;
str eyeBehaviorName;
Container<str> eyeBehaviorParmList;
str torsoBehaviorName;
Container<str> torsoBehaviorParmList;
float minTime;
float maxTime;
Container<Expression> legAnims;
Container<Expression> torsoAnims;
Container<Expression> states;
Container<str> entryCommands;
Container<str> exitCommands;
qboolean ignoreGlobalStates;
void readNextState( Script &script );
void readMoveType( Script &script );
void readCamera( Script &script );
void readLegs( Script &script );
void readTorso( Script &script );
void readBehavior( Script &script );
void readHeadBehavior( Script &script );
void readEyeBehavior( Script &script );
void readTorsoBehavior( Script &script );
void readTime( Script &script );
void readStates( Script &script );
void readCommands( Script &script, Container<str> &container );
void ParseAndProcessCommand( const str &command, Entity *target );
public :
State( const char *name, Script &script, StateMap &map );
State *Evaluate( Entity &ent, Container<Conditional *> *ent_conditionals );
int addCondition( const char *name, Script &script );
void CheckStates( void );
const char *getName( void );
const char *getLegAnim( Entity &ent, Container<Conditional *> *sent_conditionals );
const char *getTorsoAnim( Entity &ent, Container<Conditional *> *sent_conditionals );
const char *getBehaviorName( void );
const char *getHeadBehaviorName( void );
const char *getEyeBehaviorName( void );
const char *getTorsoBehaviorName( void );
State *getNextState( void );
movecontrol_t getMoveType( void );
cameratype_t getCameraType( void );
qboolean setCameraType( const str &ctype );
const char *getBehaviorParm( int number=1 );
const char *getHeadBehaviorParm( int number=1 );
const char *getEyeBehaviorParm( int number=1 );
const char *getTorsoBehaviorParm( int number=1 );
void addBehaviorParm( const str &parm );
void addHeadBehaviorParm( const str &parm );
void addEyeBehaviorParm( const str &parm );
void addTorsoBehaviorParm( const str &parm );
int numBehaviorParms( void );
int numHeadBehaviorParms( void );
int numEyeBehaviorParms( void );
int numTorsoBehaviorParms( void );
float getMinTime( void );
float getMaxTime( void );
void ProcessEntryCommands( Entity *target );
void ProcessExitCommands( Entity *target );
void GetLegAnims( Container<const char *> *c );
void GetTorsoAnims( Container<const char *> *c );
qboolean IgnoreGlobalStates();
};
inline void State::addBehaviorParm
(
const str &parm
)
{
behaviorParmList.AddObject( parm );
}
inline void State::addHeadBehaviorParm
(
const str &parm
)
{
headBehaviorParmList.AddObject( parm );
}
inline void State::addEyeBehaviorParm
(
const str &parm
)
{
eyeBehaviorParmList.AddObject( parm );
}
inline void State::addTorsoBehaviorParm
(
const str &parm
)
{
torsoBehaviorParmList.AddObject( parm );
}
inline const char *State::getBehaviorParm
(
int number
)
{
return behaviorParmList.ObjectAt( number ).c_str();
}
inline const char *State::getHeadBehaviorParm
(
int number
)
{
return headBehaviorParmList.ObjectAt( number ).c_str();
}
inline const char *State::getEyeBehaviorParm
(
int number
)
{
return eyeBehaviorParmList.ObjectAt( number ).c_str();
}
inline const char *State::getTorsoBehaviorParm
(
int number
)
{
return torsoBehaviorParmList.ObjectAt( number ).c_str();
}
inline int State::numBehaviorParms
(
void
)
{
return behaviorParmList.NumObjects();
}
inline int State::numHeadBehaviorParms
(
void
)
{
return headBehaviorParmList.NumObjects();
}
inline int State::numEyeBehaviorParms
(
void
)
{
return eyeBehaviorParmList.NumObjects();
}
inline int State::numTorsoBehaviorParms
(
void
)
{
return torsoBehaviorParmList.NumObjects();
}
class StateMap : public Class
{
private :
Container<State *> stateList;
Container<State *> globalStateList;
Condition<Class> *current_conditions;
Container<Conditional *> *current_conditionals;
str filename;
public :
StateMap();
StateMap( const char *filename, Condition<Class> *conditions, Container<Conditional *> *conditionals );
~StateMap();
Condition<Class> *getCondition( const char *name );
int findConditional( Conditional *condition );
int addConditional( Conditional *condition );
Conditional *getConditional( const char *name );
void GetAllAnims( Container<const char *> *c );
State *FindState( const char *name );
State *FindGlobalState( const char *name );
const char *Filename();
void ReadStates( Script *script );
State *GotoGlobalState( State *CurrentState, State *newState );
};
inline const char *StateMap::Filename
(
void
)
{
return filename.c_str();
}
inline const char *State::getName
(
void
)
{
return name.c_str();
}
inline State *State::getNextState
(
void
)
{
return statemap.FindState( nextState.c_str() );
}
inline movecontrol_t State::getMoveType
(
void
)
{
return movetype;
}
inline cameratype_t State::getCameraType
(
void
)
{
return cameratype;
}
//================================================
// Class Name: Fuzzy Engine
//
// Description:
//
//================================================
class FuzzyEngine : public Class
{
public :
FuzzyEngine( const char *filename, Condition<Class> *conditions, Container<Conditional *> *conditionals );
Condition<Class> *getCondition( const char *name );
int findConditional( Conditional *condition );
int addConditional( Conditional *condition );
Conditional *getConditional( const char *name );
FuzzyVar *FindFuzzyVar( const char *name );
const char *Filename();
void ReadFuzzyVars( const char *filename );
private :
Container<FuzzyVar *> _varList;
Condition<Class> *_current_conditions;
Container<Conditional *> *_current_conditionals;
str _filename;
};
//================================================
// Class Name: Fuzzy Engine
//
// Description:
//
//================================================
class FuzzyVar : public Class
{
public:
FuzzyVar( const char *name, Script &script, FuzzyEngine &f_engine );
float Evaluate( Entity &ent, Container<Conditional *> *ent_conditionals );
int addCondition( const char *name, Script &script );
void readEvaluations( Script &script );
const char *getName( void );
private :
Container<int> _condition_indexes;
Container<Expression> _evaluations;
FuzzyEngine &_fuzzyEngine;
str _name;
Container<float> _points;
};
void ClearCachedStatemaps( void );
StateMap *GetStatemap( const str &filename, Condition<Class> *conditions, Container<Conditional *> *conditionals, qboolean reload, qboolean cache_only = false );
void CacheStatemap( const str &filename, Condition<Class> *conditions );
void ClearCachedFuzzyEngines( void );
FuzzyEngine *GetFuzzyEngine( const str &filename, Condition<Class> *conditions, Container<Conditional *> *conditionals, qboolean reload, qboolean cache_only = false );
void CacheFuzzyEngine( const str &filename, Condition<Class> *conditions );
#endif /* !__CHARACTERSTATE_H__ */