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