mirror of
https://github.com/UberGames/EF2GameSource.git
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459 lines
11 KiB
C++
459 lines
11 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/vehicle.h $
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// $Revision:: 22 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is 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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// Script controlled vehicles.
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//
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class Vehicle;
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class HorseVehicle;
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#ifndef __VEHICLE_H__
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#define __VEHICLE_H__
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#include "g_local.h"
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#include "entity.h"
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#include "sentient.h"
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#include "scriptslave.h"
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#include "waypoints.h"
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extern Event EV_Vehicle_Enter;
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extern Event EV_Vehicle_Exit;
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extern Event EV_Vehicle_Drivable;
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extern Event EV_Vehicle_UnDrivable;
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extern Event EV_Vehicle_Lock;
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extern Event EV_Vehicle_UnLock;
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extern Event EV_Vehicle_SeatAnglesOffset;
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extern Event EV_Vehicle_SeatOffset;
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extern Event EV_Vehicle_DriverAnimation;
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extern Event EV_Vehicle_SetWeapon;
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extern Event EV_Vehicle_ShowWeapon;
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extern Event EV_Vehicle_SetSpeed;
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extern Event EV_Vehicle_SetTurnRate;
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extern Event EV_FollowPath_SetWayPointName;
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typedef enum
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{
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CROSSHAIR_MODE_STRAIGHT,
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CROSSHAIR_MODE_RIGHT,
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CROSSHAIR_MODE_LEFT
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} crosshairMode_t;
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typedef enum
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{
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JUMPMODE_START,
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JUMPMODE_HOLD,
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JUMPMODE_LAND,
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JUMPMODE_DONE
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} jumpMode_t;
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typedef enum
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{
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DUCKMODE_START,
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DUCKMODE_HOLD,
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DUCKMODE_FINISH,
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DUCKMODE_DONE
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} duckMode_t;
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//================================================
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// VehicleMoveMode Classes
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//
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// The move mode classes provide a way for all new
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// vehicles to easily change they're movement
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// strategy
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//=================================================
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class VehicleMoveMode : public Listener
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{
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public:
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CLASS_PROTOTYPE( VehicleMoveMode );
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VehicleMoveMode ();
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virtual void Move( Vehicle *vehicle );
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virtual void HandleEvent( Event *ev );
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};
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class HVMoveMode_Standard : public VehicleMoveMode
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{
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public:
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HVMoveMode_Standard ();
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void Move( Vehicle *vehicle );
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};
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class HVMoveMode_Strafe : public VehicleMoveMode
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{
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public:
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HVMoveMode_Strafe ();
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void Move( Vehicle *vehicle );
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};
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class HVMoveMode_Locked : public VehicleMoveMode
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{
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public:
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HVMoveMode_Locked ();
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void Move( Vehicle *vehicle );
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};
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class HVMoveMode_FollowPath : public VehicleMoveMode
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{
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public:
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CLASS_PROTOTYPE( HVMoveMode_FollowPath );
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HVMoveMode_FollowPath ();
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void Move( Vehicle *vehicle );
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void SetWaypointName ( Event *ev );
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void HandleEvent ( Event *ev );
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private:
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void _SetWayPoint( const str& name );
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void _RunThread( const str &thread_name );
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private:
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WayPointNode* _currentWaypoint;
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str _currentWaypointName;
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qboolean _pathcompleted;
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};
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//================================================
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// Old Vehicle Base class -- Needs to be changed
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//================================================
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class VehicleBase : public ScriptModel
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{
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public:
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VehicleBase *vlink;
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Vector offset;
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CLASS_PROTOTYPE( VehicleBase );
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VehicleBase();
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virtual void Archive( Archiver &arc );
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};
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inline void VehicleBase::Archive
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(
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Archiver &arc
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)
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{
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ScriptModel::Archive( arc );
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arc.ArchiveObjectPointer( ( Class ** )&vlink );
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arc.ArchiveVector( &offset );
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}
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/*QUAKED script_wheelsback (0 .5 .8) ?
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*/
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class BackWheels : public VehicleBase
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{
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public:
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CLASS_PROTOTYPE( BackWheels );
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};
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/*QUAKED script_wheelsfront (0 .5 .8) ?
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*/
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class FrontWheels : public VehicleBase
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{
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public:
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CLASS_PROTOTYPE( FrontWheels );
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};
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class Vehicle : public VehicleBase
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{
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public:
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float turnimpulse;
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float pitchimpulse;
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float moveimpulse;
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float jumpimpulse;
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float currentspeed;
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Vector _DriverBBoxMaxs;
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Vector _DriverBBoxMins;
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Vector _originalBBoxMaxs;
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Vector _originalBBoxMins;
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void CalculateOrientation();
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protected:
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SentientPtr driver;
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SentientPtr lastdriver;
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float maxturnrate;
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float turnangle;
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float pitchangle;
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float speed;
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float conesize;
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float maxtracedist;
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str weaponName;
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str driveranim;
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Vector last_origin;
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Vector seatangles;
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Vector seatoffset;
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Vector driveroffset;
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Vector Corners[4];
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qboolean drivable;
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qboolean locked;
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qboolean hasweapon;
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qboolean showweapon;
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qboolean steerinplace;
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qboolean jumpable;
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qboolean _restrictPitch;
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float _maximumPitch;
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float _minimumPitch;
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qboolean _restrictYaw;
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float _maximumYaw;
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float _minimumYaw;
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float _startYaw;
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float _startPitch;
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float _yawSeam;
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float _pitchSeam;
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qboolean _noPrediction;
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vec3_t _oldOrigin;
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bool _oldWeaponName;
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bool _disableInventory;
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//Test stuff
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float usetime;
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virtual void WorldEffects( void );
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virtual void CheckWater( void );
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virtual void DriverUse( Event *ev );
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virtual void VehicleStart( Event *ev );
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virtual void VehicleTouched( Event *ev );
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virtual void VehicleBlocked( Event *ev );
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virtual void Postthink( void );
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virtual void Drivable( Event *ev );
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virtual void UnDrivable( Event *ev );
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virtual void Jumpable( Event *ev );
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virtual void SeatAnglesOffset( Event *ev );
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virtual void SeatOffset( Event *ev );
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virtual void SetDriverAngles( const Vector &angles );
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virtual void Lock( Event *ev );
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virtual void UnLock( Event *ev );
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virtual void SetWeapon( Event *ev );
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virtual void ShowWeaponEvent( Event *ev );
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virtual void DriverAnimation( Event *ev );
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virtual void SetSpeed( Event *ev );
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virtual void SetTurnRate( Event *ev );
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virtual void SteerInPlace( Event *ev );
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public:
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CLASS_PROTOTYPE( Vehicle );
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Vehicle();
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virtual qboolean Drive( usercmd_t *ucmd );
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virtual qboolean HasWeapon( void );
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virtual qboolean ShowWeapon( void );
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Sentient *Driver( void );
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virtual qboolean IsDrivable( void );
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void disableDriverInventory( void );
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void enableDriverInventory( void );
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virtual void Archive( Archiver &arc );
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virtual void HandleEvent( Event *ev );
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void RestrictPitch(Event* event);
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void RestrictRotation(Event* event);
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void SetNoPrediction(Event* event);
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void DisableInventory(Event* event);
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};
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inline void Vehicle::Archive( Archiver &arc )
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{
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VehicleBase::Archive( arc );
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arc.ArchiveFloat( &turnimpulse );
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arc.ArchiveFloat( &moveimpulse );
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arc.ArchiveFloat( &moveimpulse );
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arc.ArchiveFloat( &jumpimpulse );
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arc.ArchiveFloat( ¤tspeed );
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arc.ArchiveVector( &_DriverBBoxMaxs );
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arc.ArchiveVector( &_DriverBBoxMins );
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arc.ArchiveVector( &_originalBBoxMaxs );
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arc.ArchiveVector( &_originalBBoxMins );
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arc.ArchiveSafePointer( &driver );
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arc.ArchiveSafePointer( &lastdriver );
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arc.ArchiveFloat( &maxturnrate );
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arc.ArchiveFloat( &turnangle );
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arc.ArchiveFloat( &pitchangle );
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arc.ArchiveFloat( &speed );
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arc.ArchiveFloat( &conesize );
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arc.ArchiveFloat( &maxtracedist );
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arc.ArchiveString( &weaponName );
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arc.ArchiveString( &driveranim );
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arc.ArchiveVector( &last_origin );
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arc.ArchiveVector( &seatangles );
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arc.ArchiveVector( &seatoffset );
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arc.ArchiveVector( &driveroffset );
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arc.ArchiveVector( &Corners[ 0 ] );
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arc.ArchiveVector( &Corners[ 1 ] );
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arc.ArchiveVector( &Corners[ 2 ] );
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arc.ArchiveVector( &Corners[ 3 ] );
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arc.ArchiveBoolean( &drivable );
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arc.ArchiveBoolean( &locked );
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arc.ArchiveBoolean( &hasweapon );
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arc.ArchiveBoolean( &showweapon );
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arc.ArchiveBoolean( &steerinplace );
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arc.ArchiveBoolean( &jumpable );
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arc.ArchiveBoolean(&_restrictPitch);
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arc.ArchiveFloat(&_maximumPitch);
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arc.ArchiveFloat(&_minimumPitch);
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arc.ArchiveBoolean(&_restrictYaw);
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arc.ArchiveFloat(&_maximumYaw);
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arc.ArchiveFloat(&_minimumYaw);
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arc.ArchiveFloat( &_startYaw );
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arc.ArchiveFloat( &_startPitch );
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arc.ArchiveFloat( &_yawSeam );
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arc.ArchiveFloat( &_pitchSeam );
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arc.ArchiveBoolean(&_noPrediction);
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arc.ArchiveFloat( &usetime );
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arc.ArchiveBool(&_disableInventory);
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}
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class DrivableVehicle : public Vehicle
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{
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public:
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CLASS_PROTOTYPE( DrivableVehicle );
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DrivableVehicle();
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virtual void Killed( Event *ev );
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};
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//=================================================
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// Horse Vehicle
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// A lot of this functionality needs to be redone
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// in a cleaner vehicle base class
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//=================================================
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class HorseVehicle : public DrivableVehicle
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{
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public:
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CLASS_PROTOTYPE( HorseVehicle );
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HorseVehicle();
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~HorseVehicle();
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//Virtual Functions
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qboolean Drive( usercmd_t *ucmd );
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void Postthink( void );
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void DriverUse( Event *ev );
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//Other Functions
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void SetVehicleMoveMode( Event *ev );
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void SetForcedForwardSpeed ( Event *ev );
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void SetWaypointName( Event *ev );
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void SetMinYawThreshold( Event *ev );
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void SetMaxYawThreshold( Event *ev );
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void SetMinPitchThreshold( Event *ev );
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void SetMaxPitchThreshold( Event *ev );
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void PassToMoveMode( Event *ev );
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void AnimDone( Event *ev );
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void DriverAnimDone ( Event *ev );
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void HandleEvent ( Event *ev );
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private:
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void _SetSpeed( Event *ev );
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void _PlayMovementSound();
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void _AnimateVehicle(const str &anim, qboolean useEvent = false );
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void _AnimateDriver( const str &anim, qboolean useEvent = false );
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void _PositionDriverModel();
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void _InitializeJump();
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void _HandleJump();
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void _InitializeDuck();
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void _HandleDuck();
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void _SetMoveMode( const str &modeName );
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void _SetCrossHairMode();
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void _SetBaseYaw();
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//Member Vars
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private:
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float _baseYaw;
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float _driverYaw;
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float _lastYaw;
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float _minYawThreshold;
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float _maxYawThreshold;
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float _driverPitch;
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float _lastPitch;
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float _minPitchThreshold;
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float _maxPitchThreshold;
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float _forcedForwardSpeed;
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float _jumptime;
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qboolean _jumpflag;
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qboolean _jumped;
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float _jumpSpeed;
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qboolean _animDone;
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qboolean _driverAnimDone;
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float _holdtime;
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jumpMode_t _jumpmode;
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duckMode_t _duckmode;
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qboolean _duckflag;
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qboolean _ducked;
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qboolean _duckheld;
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crosshairMode_t _currentCrosshairMode;
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crosshairMode_t _newCrosshairMode;
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VehicleMoveMode* _moveMode;
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};
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typedef SafePtr<Vehicle> VehiclePtr;
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#endif /* vehicle.h */
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