quadrilateralcowboy/game/physics/Physics_Monster.h

153 lines
5.3 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_MONSTER_H__
#define __PHYSICS_MONSTER_H__
/*
===================================================================================
Monster physics
Simulates the motion of a monster through the environment. The monster motion
is typically driven by animations.
===================================================================================
*/
typedef enum {
MM_OK,
MM_SLIDING,
MM_BLOCKED,
MM_STEPPED,
MM_FALLING
} monsterMoveResult_t;
typedef struct monsterPState_s {
int atRest;
bool onGround;
idVec3 origin;
idVec3 velocity;
idVec3 localOrigin;
idVec3 pushVelocity;
} monsterPState_t;
class idPhysics_Monster : public idPhysics_Actor {
public:
CLASS_PROTOTYPE( idPhysics_Monster );
idPhysics_Monster( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
// maximum step up the monster can take, default 18 units
void SetMaxStepHeight( const float newMaxStepHeight );
float GetMaxStepHeight( void ) const;
// minimum cosine of floor angle to be able to stand on the floor
void SetMinFloorCosine( const float newMinFloorCosine );
// set delta for next move
void SetDelta( const idVec3 &d );
// returns true if monster is standing on the ground
bool OnGround( void ) const;
// returns the movement result
monsterMoveResult_t GetMoveResult( void ) const;
// overrides any velocity for pure delta movement
void ForceDeltaMove( bool force );
// whether velocity should be affected by gravity
void UseFlyMove( bool force );
// don't use delta movement
void UseVelocityMove( bool force );
// get entity blocking the move
idEntity * GetSlideMoveEntity( void ) const;
// enable/disable activation by impact
void EnableImpact( void );
void DisableImpact( void );
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 );
void Activate( void );
void PutToRest( void );
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 SetMaster( idEntity *master, const bool orientated = true );
void WriteToSnapshot( idBitMsgDelta &msg ) const;
void ReadFromSnapshot( const idBitMsgDelta &msg );
private:
// monster physics state
monsterPState_t current;
monsterPState_t saved;
// properties
float maxStepHeight; // maximum step height
float minFloorCosine; // minimum cosine of floor angle
idVec3 delta; // delta for next move
bool forceDeltaMove;
bool fly;
bool useVelocityMove;
bool noImpact; // if true do not activate when another object collides
// results of last evaluate
monsterMoveResult_t moveResult;
idEntity * blockingEntity;
private:
void CheckGround( monsterPState_t &state );
monsterMoveResult_t SlideMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta );
monsterMoveResult_t StepMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta );
void Rest( void );
};
#endif /* !__PHYSICS_MONSTER_H__ */