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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
197 lines
6.3 KiB
C++
197 lines
6.3 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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#include "physics/Physics_Actor.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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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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};
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#endif /* !__PHYSICS_PLAYER_H__ */
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