mirror of
https://github.com/UberGames/EF2GameSource.git
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267 lines
8.9 KiB
C++
267 lines
8.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/FollowPath.h $
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// $Revision:: 20 $
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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) 1998 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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//
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// DESCRIPTION:
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// Provides base functionality for path following with avoidance
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//
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#ifndef __FOLLOW_PATH_H__
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#define __FOLLOW_PATH_H__
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#include "g_local.h"
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#include "entity.h"
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#include "path.h"
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#include "steering.h"
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class Actor;
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//------------------------- CLASS ------------------------------
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//
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// Name: FollowNode
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// Base Class: Class
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//
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// Description: FollowNodes are a lightweight class meant to
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// store translation information for the FollowNodePath class
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//
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// Method of Use: FollowNodes should only be created by
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// FollowNodePaths but other classes my need access a node's
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// translation.
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//
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//--------------------------------------------------------------
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class FollowNode : public Class
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{
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public:
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CLASS_PROTOTYPE( FollowNode );
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FollowNode( void );
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FollowNode( const Vector &position, const bool isTemporary=false, const bool isJumpNode=false, const float jumpAngle=45.0f );
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Vector const & GetPosition( void ) const { return _position; }
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const bool GetIsTemporary( void ) const { return _isTemporary; }
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const bool GetIsJumpNode( void ) const { return _isJumpNode; }
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void SetIsJumpNode( const bool isJumpNode ) { _isJumpNode = isJumpNode; }
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const float GetJumpAngle( void ) const { return _jumpAngle; }
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void SetJumpAngle( const float jumpAngle )
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{
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_jumpAngle = jumpAngle;
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}
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virtual void Archive( Archiver &arc );
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private:
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Vector _position;
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bool _isTemporary;
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bool _isJumpNode;
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float _jumpAngle;
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};
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inline void FollowNode::Archive( Archiver &arc )
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{
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Class::Archive( arc );
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arc.ArchiveVector( &_position );
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arc.ArchiveBool( &_isTemporary );
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arc.ArchiveBool( &_isJumpNode );
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arc.ArchiveFloat( &_jumpAngle );
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}
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typedef SafePtr<FollowNode> FollowNodePtr;
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//------------------------- CLASS ------------------------------
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//
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// Name: FollowNodePath
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// Base Class: Class
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//
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// Description: FollowNodePaths are simple paths that support the
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// concept of temporary path nodes (allowing temporary insertion
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// nodes into the path).
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//
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// Method of Use: FollowNodePaths should primarily be used by
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// FollowPath classes, although other classes may need access to
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// most of the members of the class
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//
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//--------------------------------------------------------------
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enum PathCreationReturnCodes
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{
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PATH_CREATION_SUCCESS,
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PATH_CREATION_FAILED_DEGENERATE_PATH,
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PATH_CREATION_FAILED_NODES_NOT_CONNECTED,
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PATH_CREATION_FAILED_START_NODE_NOT_FOUND,
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PATH_CREATION_FAILED_END_NODE_NOT_FOUND,
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};
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class FollowNodePath : public Class
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{
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public:
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CLASS_PROTOTYPE( FollowNodePath );
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FollowNodePath();
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~FollowNodePath() { Clear(); }
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void AddNode(FollowNodePtr node) { _nodes.AddObject(node); }
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void RemoveNode(FollowNodePtr node);
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void InsertNode(FollowNodePtr node, const int index);
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FollowNodePtr GetPreviousNode(const FollowNodePtr node) const;
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FollowNodePtr GetNextNode(const FollowNodePtr node) const;
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const Steering::ReturnValue Evaluate( Actor &self, const Vector &goalPosition );
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unsigned int const SetPath( Actor &self, const Vector &from, const Vector &to );
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void Clear();
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void Draw( void ) const;
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void SetCurrentNode(FollowNodePtr node) { _currentNode = node; }
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FollowNodePtr GetCurrentNode(void) const { return _currentNode; }
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int GetCurrentNodeIndex(void) const { return GetNodeIndex( GetCurrentNode() ); }
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FollowNodePtr GetNodeAt(const int index) const { return _nodes.ObjectAt(index); }
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int const GetNodeIndex(const FollowNodePtr node) const { return _nodes.IndexOfObject(node); }
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FollowNodePtr FirstNode(void) const { return _nodes.ObjectAt(1); }
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FollowNodePtr LastNode(void) const { return _nodes.ObjectAt(NumNodes()); }
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int const NumNodes(void) const { return _nodes.NumObjects(); }
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virtual void Archive( Archiver &arc );
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private:
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void BuildFromPathNodes(Path *path, const Actor &self);
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const bool FindNewCurrentNode( const Actor &self );
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const Steering::ReturnValue AdvanceCurrentNode( const Actor &self );
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const Steering::ReturnValue RetreatCurrentNode( Actor &self, const Vector &goalPosition );
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Container<FollowNode *> _nodes;
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FollowNodePtr _currentNode;
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};
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inline void FollowNodePath::Archive( Archiver &arc )
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{
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Class::Archive( arc );
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int i;
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int num;
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FollowNode *followNode;
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if ( arc.Saving() )
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{
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num = _nodes.NumObjects();
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arc.ArchiveInteger( &num );
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for( i = 1 ; i <= num ; i++ )
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{
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followNode = _nodes.ObjectAt( i );
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arc.ArchiveObject( followNode );
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}
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}
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else
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{
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arc.ArchiveInteger( &num );
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_nodes.ClearObjectList();
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_nodes.Resize( num );
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for( i = 1 ; i <= num ; i++ )
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{
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followNode = new FollowNode;
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_nodes.AddObject( followNode );
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arc.ArchiveObject( followNode );
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}
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}
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arc.ArchiveSafePointer( &_currentNode );
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}
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//------------------------- CLASS ------------------------------
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//
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// Name: FollowPath
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// Base Class: Steering
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//
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// Description: FollowPath is the base class for and Steering
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// classes that need to navigate any significant distance through
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// the level.
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//
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// Method of Use: Never instantiate an object of type FollowPath.
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// If the TikiEngine architecture allowed, this cless would be an
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// interface class. If you need FollowPath behavior either use an
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// existing FollowPath subclass or derive a new class from a
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// FollowPath class.
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//
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//--------------------------------------------------------------
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class FollowPath : public Steering
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{
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public:
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CLASS_PROTOTYPE( FollowPath );
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FollowPath();
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virtual ~FollowPath() { DeleteTemporaryPathNodes(); }
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virtual const Vector & GetGoalPosition(void) const { assert (false); return vec_zero; }
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virtual const float GetGoalRadius(void) const { assert (false); return 0.0f; }
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virtual FollowNodePath & GetPath(void) { return _path; }
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virtual const float GetRadius (void) const { return _radius; }
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virtual void SetRadius (const float radius) { _radius = radius; }
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virtual const float GetAvoidanceDistance (void) const { return _avoidanceDistance; }
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virtual void SetAvoidanceDistance (const float avoidanceDistance) { _avoidanceDistance = avoidanceDistance; }
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virtual void SetSteeringForceAndDesiredHeading( Actor &self, const Vector &steeringForce );
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virtual void Begin( Actor &self );
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virtual const ReturnValue Evaluate( Actor &self );
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virtual void ShowInfo( Actor &self );
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virtual void Archive( Archiver &arc );
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protected:
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virtual void DeleteTemporaryPathNodes(void);
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virtual const bool ClearTraceToGoal( Actor &self, const trace_t &traceToGoal, const float radius ) const;
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virtual const bool DoneTurning( Actor &self ) const;
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virtual const ReturnValue GotoCurrentNode( Actor &self );
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virtual const ReturnValue GotoGoal( Actor &self );
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virtual const bool BuildAvoidancePath(Actor &self, const bool passOnTheLeft, const Vector &obstaclePosition, const float avoidanceRadius, const bool pursueGoal );
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virtual const ReturnValue AvoidObstacle( Actor &self, const trace_t & trace, const bool pursueGoal=false );
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virtual const bool TraceBlockedByEntity(Actor &self, const trace_t & trace ) const;
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virtual const bool CheckBlocked(Actor &self);
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virtual const ReturnValue ReturnBlockingObject(const trace_t &trace) const;
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virtual const bool AtDestination(Actor &self) const;
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virtual void SteerToCurrentNode(Actor &self);
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virtual void SteerToGoal( Actor &self );
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virtual void FreePath( void ) { _path.Clear(); }
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virtual void AddPathNode(FollowNodePtr node) { GetPath().AddNode( node ); }
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virtual void InsertPathNode(FollowNodePtr node, const int index) { GetPath().InsertNode(node, index); SetCurrentNode(node); }
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virtual FollowNodePtr GetCurrentNode(void) const { return _path.GetCurrentNode(); }
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virtual void SetCurrentNode(FollowNodePtr node) { _path.SetCurrentNode(node); }
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private:
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float _radius;
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FollowNodePath _path;
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float _avoidanceDistance;
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Vector _desiredHeading;
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Jump _jump;
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qboolean _jumping;
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str _oldAnim;
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};
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inline void FollowPath::Archive
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(
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Archiver &arc
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)
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{
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Steering::Archive( arc );
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arc.ArchiveFloat( &_radius );
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arc.ArchiveObject( &_path );
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arc.ArchiveFloat( &_avoidanceDistance );
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arc.ArchiveVector( &_desiredHeading );
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arc.ArchiveObject( &_jump );
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arc.ArchiveBoolean( &_jumping );
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arc.ArchiveString( &_oldAnim );
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}
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#endif // FollowPath
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