mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-27 13:42:00 +00:00
200 lines
4.8 KiB
C++
200 lines
4.8 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/gravpath.h $
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// $Revision:: 5 $
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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) 1998 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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// Gravity path - Used for underwater currents and wells.
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#ifndef __GRAVPATH_H__
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#define __GRAVPATH_H__
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#include "g_local.h"
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#include "class.h"
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#include "container.h"
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class GravPathNode : public Entity
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{
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private:
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float speed;
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float radius;
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qboolean headnode;
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float max_speed;
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public:
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qboolean active;
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CLASS_PROTOTYPE(GravPathNode);
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GravPathNode();
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void SetSpeed( Event *ev );
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void SetMaxSpeed( Event *ev );
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void SetRadius( Event *ev );
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void CreatePath( Event *ev );
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void Activate( Event *ev );
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void Deactivate( Event *ev );
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float Speed( void );
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float MaxSpeed( void );
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float Radius( void ) { return radius; };
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virtual void Archive( Archiver &arc );
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};
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inline void GravPathNode::Archive
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(
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Archiver &arc
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)
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{
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Entity::Archive( arc );
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arc.ArchiveFloat( &speed );
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arc.ArchiveFloat( &radius );
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arc.ArchiveBoolean( &headnode );
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arc.ArchiveFloat( &max_speed );
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arc.ArchiveBoolean( &active );
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}
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typedef SafePtr<GravPathNode> GravPathNodePtr;
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class GravPath : public Listener
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{
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private:
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Container<GravPathNodePtr> pathlist;
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float pathlength;
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GravPathNodePtr from;
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GravPathNodePtr to;
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int nextnode;
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public:
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CLASS_PROTOTYPE( GravPath );
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GravPath();
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~GravPath();
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void Clear(void);
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void Reset(void);
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void AddNode(GravPathNode *node);
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GravPathNode *GetNode(int num);
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GravPathNode *NextNode(void);
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Vector ClosestPointOnPath(const Vector &pos, Entity &ent,float *bestdist,float *speed,float *radius);
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float DistanceAlongPath(const Vector &pos, float *speed);
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Vector PointAtDistance( const Vector &pos, float dist, qboolean is_player, float *max_distance );
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void DrawPath(float r, float g, float b);
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int NumNodes(void);
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float Length(void);
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GravPathNode *Start(void);
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GravPathNode *End(void);
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virtual void Archive( Archiver &arc );
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Vector mins;
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Vector maxs;
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Vector origin;
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qboolean force;
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};
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inline void GravPath::Archive
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(
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Archiver &arc
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)
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{
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GravPathNodePtr *tempPtr;
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int i, num;
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Listener::Archive( arc );
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if ( arc.Loading() )
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{
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Reset();
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}
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else
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{
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num = pathlist.NumObjects();
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}
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arc.ArchiveInteger( &num );
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if ( arc.Loading() )
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{
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pathlist.Resize( num );
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}
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for ( i = 1; i <= num; i++ )
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{
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tempPtr = pathlist.AddressOfObjectAt( i );
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arc.ArchiveSafePointer( tempPtr );
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}
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arc.ArchiveFloat( &pathlength );
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arc.ArchiveSafePointer( &from );
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arc.ArchiveSafePointer( &to );
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arc.ArchiveInteger( &nextnode );
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arc.ArchiveVector( &mins );
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arc.ArchiveVector( &maxs );
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arc.ArchiveVector( &origin );
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arc.ArchiveBoolean( &force );
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}
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class GravPathManager : public Class
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{
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private:
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Container<GravPath *> pathList;
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public:
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CLASS_PROTOTYPE( GravPathManager );
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~GravPathManager();
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void Reset( void );
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void AddPath(GravPath *p);
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void RemovePath(GravPath *p);
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Vector CalculateGravityPull(Entity &ent, const Vector &position, qboolean *force, float *max_speed);
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void DrawGravPaths( void );
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virtual void Archive( Archiver &arc );
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};
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inline void GravPathManager::Archive
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(
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Archiver &arc
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)
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{
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GravPath * ptr;
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int i, num;
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Class::Archive( arc );
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if ( arc.Saving() )
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{
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num = pathList.NumObjects();
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}
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else
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{
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Reset();
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}
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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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if ( arc.Saving() )
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{
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ptr = pathList.ObjectAt( i );
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}
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else
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{
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ptr = new GravPath;
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}
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arc.ArchiveObject( ptr );
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if ( arc.Loading() )
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{
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pathList.AddObject( ptr );
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}
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}
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}
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extern GravPathManager gravPathManager;
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#endif /* gravpath.h */
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