openmohaa/code/fgame/characterstate.h
2023-07-05 20:52:55 +02:00

418 lines
9.9 KiB
C++

/*
===========================================================================
Copyright (C) 2015 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
===========================================================================
*/
// characterstate.h: Character state
#ifndef __CHARACTERSTATE_H__
#define __CHARACTERSTATE_H__
#include "g_local.h"
#include "entity.h"
#include "script.h"
enum testcondition_t
{
TC_ISTRUE, // no prefix
TC_ISFALSE, // !
TC_EDGETRUE, // +
TC_EDGEFALSE // -
};
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
};
#define DEFAULT_MOVETYPE MOVECONTROL_NONE
#define DEFAULT_CAMERA CAMERA_BEHIND
class Conditional;
template< class Type >
struct Condition
{
const char *name;
qboolean ( Type::*func )( Conditional &condition );
};
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;
}
}
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();
}
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();
}
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 );
#endif /* !__CHARACTERSTATE_H__ */