openmohaa/code/fgame/characterstate.h

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/*
===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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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
===========================================================================
*/
// characterstate.h: Character state
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#pragma once
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#include "g_local.h"
#include "entity.h"
#include "script.h"
enum testcondition_t {
TC_ISTRUE, // no prefix
TC_ISFALSE, // !
TC_EDGETRUE, // +
TC_EDGEFALSE // -
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};
enum movecontrol_t {
MOVECONTROL_NONE,
MOVECONTROL_USER, // Quake style
MOVECONTROL_LEGS, // Quake style, legs state system active
MOVECONTROL_USER_MOVEANIM,
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_ROPE_GRAB,
MOVECONTROL_ROPE_RELEASE,
MOVECONTROL_ROPE_MOVE,
MOVECONTROL_PICKUPENEMY,
MOVECONTROL_PUSH,
MOVECONTROL_CLIMBWALL,
MOVECONTROL_USEANIM,
MOVECONTROL_CROUCH,
MOVECONTROL_LOOPUSEANIM,
MOVECONTROL_USEOBJECT,
MOVECONTROL_COOLOBJECT,
};
enum cameratype_t {
CAMERA_TOPDOWN,
CAMERA_BEHIND,
CAMERA_FRONT,
CAMERA_SIDE,
CAMERA_BEHIND_FIXED,
CAMERA_SIDE_LEFT,
CAMERA_SIDE_RIGHT,
CAMERA_BEHIND_NOPITCH
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};
#define DEFAULT_MOVETYPE MOVECONTROL_NONE
#define DEFAULT_CAMERA CAMERA_BEHIND
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class Conditional;
template<class Type>
struct Condition {
const char *name;
qboolean (Type::*func)(Conditional& condition);
};
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class Conditional : public Class
{
private:
qboolean result;
qboolean previous_result;
bool checked;
public:
CLASS_PROTOTYPE(Conditional);
Condition<Class> condition;
Container<str> parmList;
bool getResult(testcondition_t test, Entity &ent);
const char *getName(void);
Conditional(Condition<Class>& condition);
Conditional();
const char *getParm(int number);
void addParm(str parm);
int numParms(void);
void clearCheck(void);
void clearPrevious(void);
};
inline void Conditional::addParm(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 void Conditional::clearPrevious(void)
{
previous_result = 0;
}
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)(*this);
}
switch (test) {
case TC_ISFALSE:
return !result;
case TC_EDGETRUE:
return result && !previous_result;
case TC_EDGEFALSE:
return !result && previous_result;
case TC_ISTRUE:
default:
return result != false;
}
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}
class State;
class StateMap;
class Expression : public Class
{
private:
struct condition_t {
testcondition_t test;
int condition_index;
};
str value;
Container<condition_t> conditions;
public:
Expression();
Expression(Expression& exp);
Expression(Script& script, State& state);
void operator=(const Expression& exp);
bool getResult(State &state, Entity &ent, Container<Conditional *> *sent_conditionals);
const char *getValue(void);
};
inline void Expression::operator=(const Expression& exp)
{
int i;
value = exp.value;
conditions.FreeObjectList();
for (i = 1; i <= exp.conditions.NumObjects(); i++) {
conditions.AddObject(exp.conditions.ObjectAt(i));
}
}
inline const char *Expression::getValue(void)
{
return value.c_str();
}
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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;
float minTime;
float maxTime;
Container<Expression> legAnims;
Container<Expression> m_actionAnims;
int m_iActionAnimType;
Container<Expression> states;
Container<str> entryCommands;
Container<str> exitCommands;
void readNextState(Script& script);
void readMoveType(Script& script);
void readCamera(Script& script);
void readLegs(Script& script);
void readAction(Script& script);
void readBehavior(Script& script);
void readTime(Script& script);
void readStates(Script& script);
void readCommands(Script& script, Container<str>& container);
void ParseAndProcessCommand(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 *getActionAnim(Entity &ent, Container<Conditional *> *sent_conditionals, int *piAnimType = NULL);
const char *getBehaviorName(void);
State *getNextState(void);
movecontrol_t getMoveType(void);
cameratype_t getCameraType(void);
qboolean setCameraType(str ctype);
const char *getBehaviorParm(int number = 1);
void addBehaviorParm(str parm);
int numBehaviorParms(void);
float getMinTime(void);
float getMaxTime(void);
void ProcessEntryCommands(Entity *target);
void ProcessExitCommands(Entity *target);
void GetLegAnims(Container<const char *> *c);
void GetActionAnims(Container<const char *> *c);
};
inline void State::addBehaviorParm(str parm)
{
behaviorParmList.AddObject(parm);
}
inline const char *State::getBehaviorParm(int number)
{
return behaviorParmList.ObjectAt(number).c_str();
}
inline int State::numBehaviorParms(void)
{
return behaviorParmList.NumObjects();
}
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class StateMap : public Class
{
private:
Container<State *> stateList;
Condition<Class> *current_conditions;
Container<Conditional *> *current_conditionals;
str filename;
public:
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);
const char *Filename();
};
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;
}
void ClearCachedStatemaps(void);
StateMap *GetStatemap(
str filename,
Condition<Class> *conditions,
Container<Conditional *> *conditionals,
qboolean reload,
qboolean cache_only = false
);
void CacheStatemap(str filename, Condition<Class> *conditions);