quadrilateralcowboy/d3xp/physics/Physics_Player.h
2020-06-12 14:06:25 -07:00

246 lines
7.4 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __PHYSICS_PLAYER_H__
#define __PHYSICS_PLAYER_H__
/*
===================================================================================
Player physics
Simulates the motion of a player through the environment. Input from the
player is used to allow a certain degree of control over the motion.
===================================================================================
*/
// movementType
typedef enum {
PM_NORMAL, // normal physics
PM_DEAD, // no acceleration or turning, but free falling
PM_SPECTATOR, // flying without gravity but with collision detection
PM_FREEZE, // stuck in place without control
PM_NOCLIP // flying without collision detection nor gravity
} pmtype_t;
typedef enum {
WATERLEVEL_NONE,
WATERLEVEL_FEET,
WATERLEVEL_WAIST,
WATERLEVEL_HEAD
} waterLevel_t;
#define MAXTOUCH 32
typedef struct playerPState_s {
idVec3 origin;
idVec3 velocity;
idVec3 localOrigin;
idVec3 pushVelocity;
float stepUp;
int movementType;
int movementFlags;
int movementTime;
} playerPState_t;
class idPhysics_Player : public idPhysics_Actor {
public:
CLASS_PROTOTYPE( idPhysics_Player );
idPhysics_Player( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
// initialisation
void SetSpeed( const float newWalkSpeed, const float newCrouchSpeed );
void SetMaxStepHeight( const float newMaxStepHeight );
float GetMaxStepHeight( void ) const;
void SetMaxJumpHeight( const float newMaxJumpHeight );
void SetMovementType( const pmtype_t type );
void SetPlayerInput( const usercmd_t &cmd, const idAngles &newViewAngles );
void SetKnockBack( const int knockBackTime );
void SetDebugLevel( bool set );
// feed back from last physics frame
waterLevel_t GetWaterLevel( void ) const;
int GetWaterType( void ) const;
bool HasJumped( void ) const;
bool HasSteppedUp( void ) const;
float GetStepUp( void ) const;
bool IsCrouching( void ) const;
bool OnLadder( void ) const;
const idVec3 & PlayerGetOrigin( void ) const; // != GetOrigin
public: // common physics interface
bool Evaluate( int timeStepMSec, int endTimeMSec );
void UpdateTime( int endTimeMSec );
int GetTime( void ) const;
void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
bool IsAtRest( void ) const;
int GetRestStartTime( void ) const;
void SaveState( void );
void RestoreState( void );
void SetOrigin( const idVec3 &newOrigin, int id = -1 );
void SetAxis( const idMat3 &newAxis, int id = -1 );
void Translate( const idVec3 &translation, int id = -1 );
void Rotate( const idRotation &rotation, int id = -1 );
void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
const idVec3 & GetLinearVelocity( int id = 0 ) const;
void SetPushed( int deltaTime );
const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
void ClearPushedVelocity( void );
void SetMaster( idEntity *master, const bool orientated = true );
void WriteToSnapshot( idBitMsgDelta &msg ) const;
void ReadFromSnapshot( const idBitMsgDelta &msg );
int clamberState;
void clamberScripted( const idVec3 &targetPos, float intensity, float movetime );
//idEntity * clamberEnt;
idEntityPtr<idEntity> clamberEnt;
//bc
bool inJump;
void ForceStand();
private:
// player physics state
playerPState_t current;
playerPState_t saved;
// properties
float walkSpeed;
float crouchSpeed;
float maxStepHeight;
float maxJumpHeight;
int debugLevel; // if set, diagnostic output will be printed
// player input
usercmd_t command;
idAngles viewAngles;
// run-time variables
int framemsec;
float frametime;
float playerSpeed;
idVec3 viewForward;
idVec3 viewRight;
// walk movement
bool walking;
bool groundPlane;
trace_t groundTrace;
const idMaterial * groundMaterial;
// ladder movement
bool ladder;
idVec3 ladderNormal;
// results of last evaluate
waterLevel_t waterLevel;
int waterType;
private:
float CmdScale( const usercmd_t &cmd ) const;
void Accelerate( const idVec3 &wishdir, const float wishspeed, const float accel );
bool SlideMove( bool gravity, bool stepUp, bool stepDown, bool push );
void Friction( void );
void WaterJumpMove( void );
void WaterMove( void );
void FlyMove( void );
void AirMove( void );
void WalkMove( void );
void DeadMove( void );
void NoclipMove( void );
void SpectatorMove( void );
void LadderMove( void );
void CorrectAllSolid( trace_t &trace, int contents );
void CheckGround( void );
void CheckDuck( void );
void CheckLadder( void );
bool CheckJump( void );
bool CheckWaterJump( void );
void SetWaterLevel( void );
void DropTimers( void );
void MovePlayer( int msec );
//bc
void UpdateClamber( void );
void CheckClamber( void );
float GetClamberLerp( void );
idVec3 GetClamberPos( void );
idVec3 GetClamberPosCubby( void );
idVec3 CheckClamberBounds( idVec3 basePos );
bool CheckClamberNormal( trace_t trace );
int nextLadderTime;
void UpdateJellyboning( void );
void CheckJellyboning( void );
int jellyStartTime;
int jellyEndTime;
idVec3 jellyOrigin1;
idVec3 jellyDestination;
int jellyState;
idVec3 jellyOrigin0;
int nextJellyupdate;
int jelly_offset_z;
float jelly_timefactor;
idVec3 clamberEntityOffset;
idVec3 clamberOrigin;
idVec3 clamberDestination;
int clamberStartTime;
int clamberEndTime;
float clamberMoveTime;
float clamberStartPitch;
float clamberIntensity; //ranges 0-1
};
#endif /* !__PHYSICS_PLAYER_H__ */