OpenGTA/entity_controller.h

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/************************************************************************
* Copyright (c) 2005-2007 tok@openlinux.org.uk *
* *
* This software is provided as-is, without any express or implied *
* warranty. In no event will the authors be held liable for any *
* damages arising from the use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute *
* it freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must *
* not claim that you wrote the original software. If you use this *
* software in a product, an acknowledgment in the product documentation *
* would be appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must *
* not be misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source *
* distribution. *
************************************************************************/
#ifndef OBJECT_CONTROLLER_H
#define OBJECT_CONTROLLER_H
#include <stdint.h>
#include "set.h"
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#include <Eigen/Geometry>
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namespace OpenGTA {
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class PositionController {
public:
Eigen::Vector3f pos{ 0.f, 0.f, 0.f };
float rot = 0;
virtual ~PositionController() {}
virtual int getMove()
{
return 0;
}
virtual bool getRunning()
{
return false;
}
virtual int getTurn()
{
return 0;
}
virtual void updatePos(uint32_t delta)
{
}
};
class PlayerPedController : public PositionController {
public:
uint8_t pressedButtons = 0;
Eigen::Vector3f speedForces{ 0.f, 0.f, 0.f }; //only local, not from server
PlayerPedController();
void setMoveForward();
void setMoveBack();
void setTurnLeft();
void setTurnRight();
void releaseMoveForward();
void releaseMoveBack();
void releaseTurnLeft();
void releaseTurnRight();
bool isMoveForward();
bool isMoveBack();
bool isTurnLeft();
bool isTurnRight();
virtual int getMove();
virtual bool getRunning();
virtual int getTurn();
virtual void updatePos(uint32_t delta);
int checkInGroundContact(Eigen::Vector3f nPos);
void tryMove(Eigen::Vector3f nPos);
};
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class EntityController {
public:
EntityController();
void zero();
typedef uint32_t Storage_T;
void setRaw(Storage_T v);
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inline const Storage_T & getRaw() { return rawData; }
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protected:
EntityController(const EntityController & other);
Storage_T rawData;
Util::Set dataSet;
};
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class ControllerWithMemory : public EntityController {
public:
ControllerWithMemory() : EntityController(),
lastRawData(rawData) {}
ControllerWithMemory(const ControllerWithMemory & o) :
EntityController(o), lastRawData(o.lastRawData) {}
bool statusChanged();
protected:
Storage_T lastRawData;
};
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class Pedestrian;
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// class PedController : public EntityController {
class PedController : public ControllerWithMemory {
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public:
PedController() {}
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// PedController(const PedController & other) : EntityController(other) {}
PedController(const PedController & other) : ControllerWithMemory(other) {}
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void setTurnLeft(bool press = true);
inline void releaseTurnLeft() { setTurnLeft(false); }
void setTurnRight(bool press = true);
inline void releaseTurnRight() { setTurnRight(false); }
signed char getTurn();
void setMoveForward(bool press = true);
inline void releaseMoveForward() { setMoveForward(false); }
void setMoveBack(bool press = true);
inline void releaseMoveBack() { setMoveBack(false); }
signed char getMove();
void setAction(bool press = true);
inline void releaseAction() { setAction(false); }
bool getAction();
// bool getAction();
void setJump(bool press = true);
inline void releaseJump() { setJump(false); }
bool getJump();
// bool getJump();
void setFireWeapon(bool press = true);
inline void releaseFireWeapon() { setFireWeapon(false); }
bool getFireWeapon();
void setActiveWeapon(unsigned char);
unsigned char getActiveWeapon();
void setRunning(bool yes = true);
inline void releaseRunning() { setRunning(false); }
bool getRunning();
// weapons, equip, shoot
};
class VehicleController : public EntityController {
public:
VehicleController() {}
VehicleController(const VehicleController & other) : EntityController(other) {}
void setTurnLeft(bool press = true);
inline void releaseTurnLeft() { setTurnLeft(false); }
void setTurnRight(bool press = true);
inline void releaseTurnRight() { setTurnRight(false); }
void setAccelerate(bool press = true);
inline void releaseAccelerate() { setAccelerate(false); }
void setReverse(bool press = true);
inline void releaseReverse() { setReverse(false); }
void setHandbrake(bool press = true);
inline void releaseHandbrake() { setHandbrake(false); }
void setAction(bool press = true);
inline void releaseAction() { setAction(false); }
// vehicle specials
};
// HeliController?
}
#endif