File: gravpath.h

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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team

This file is part of OpenMoHAA source code.

OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// gravpath.h: Gravity path - Used for underwater currents and wells.

#pragma once

#include "g_local.h"
#include "class.h"
#include "container.h"

class GravPathNode : public Entity
{
private:
    float    speed;
    float    radius;
    qboolean headnode;
    float    max_speed;

public:
    qboolean active;

    CLASS_PROTOTYPE(GravPathNode);
    GravPathNode();
    void  SetSpeed(Event *ev);
    void  SetMaxSpeed(Event *ev);
    void  SetRadius(Event *ev);
    void  CreatePath(Event *ev);
    void  Activate(Event *ev);
    void  Deactivate(Event *ev);
    float Speed(void);
    float MaxSpeed(void);

    float Radius(void) { return radius; };

    void Archive(Archiver& arc) override;
};

inline void GravPathNode::Archive(Archiver& arc)
{
    Entity::Archive(arc);

    arc.ArchiveFloat(&speed);
    arc.ArchiveFloat(&radius);
    arc.ArchiveBoolean(&headnode);
    arc.ArchiveBoolean(&active);
    arc.ArchiveFloat(&max_speed);
}

typedef SafePtr<GravPathNode> GravPathNodePtr;

class GravPath : public Listener
{
private:
    Container<GravPathNodePtr> pathlist;
    float                      pathlength;

    GravPathNodePtr from;
    GravPathNodePtr to;
    int             nextnode;

public:
    CLASS_PROTOTYPE(GravPath);

    GravPath();
    ~GravPath();
    void          Clear(void);
    void          Reset(void);
    void          AddNode(GravPathNode *node);
    GravPathNode *GetNode(int num);
    GravPathNode *NextNode(void);
    Vector        ClosestPointOnPath(Vector pos, Entity& ent, float *bestdist, float *speed, float *radius);
    float         DistanceAlongPath(Vector pos, float *speed);
    Vector        PointAtDistance(Vector pos, float dist, qboolean is_player, float *max_distance);
    void          DrawPath(float r, float g, float b);
    int           NumNodes(void);
    float         Length(void);
    GravPathNode *Start(void);
    GravPathNode *End(void);
    void          Archive(Archiver& arc) override;

    Vector   mins;
    Vector   maxs;
    Vector   origin;
    qboolean force;
};

inline void GravPath::Archive(Archiver& arc)
{
    GravPathNodePtr *tempPtr;
    int              i, num;

    Listener::Archive(arc);

    if (arc.Loading()) {
        Reset();
    } else {
        num = pathlist.NumObjects();
    }
    arc.ArchiveInteger(&num);
    if (arc.Loading()) {
        pathlist.Resize(num);
    }

    for (i = 1; i <= num; i++) {
        tempPtr = pathlist.AddressOfObjectAt(i);
        arc.ArchiveSafePointer(tempPtr);
    }

    arc.ArchiveFloat(&pathlength);
    arc.ArchiveSafePointer(&from);
    arc.ArchiveSafePointer(&to);
    arc.ArchiveInteger(&nextnode);
    arc.ArchiveVector(&mins);
    arc.ArchiveVector(&maxs);
    arc.ArchiveVector(&origin);
    arc.ArchiveBoolean(&force);
}

class GravPathManager : public Class
{
private:
    Container<GravPath *> pathList;

public:
    CLASS_PROTOTYPE(GravPathManager);
    ~GravPathManager();
    void   Reset(void);
    void   AddPath(GravPath *p);
    void   RemovePath(GravPath *p);
    Vector CalculateGravityPull(Entity& ent, Vector position, qboolean *force, float *max_speed);
    void   DrawGravPaths(void);
    void   Archive(Archiver& arc) override;
};

inline void GravPathManager::Archive(Archiver& arc)
{
    GravPath *ptr;
    int       i, num;

    Class::Archive(arc);

    if (arc.Saving()) {
        num = pathList.NumObjects();
    } else {
        Reset();
    }
    arc.ArchiveInteger(&num);
    for (i = 1; i <= num; i++) {
        if (arc.Saving()) {
            ptr = pathList.ObjectAt(i);
        } else {
            ptr = new GravPath;
        }
        arc.ArchiveObject(ptr);
        if (arc.Loading()) {
            pathList.AddObject(ptr);
        }
    }
}

extern GravPathManager gravPathManager;