/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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_s() : origin( vec3_zero ), velocity( vec3_zero ), localOrigin( vec3_zero ), pushVelocity( vec3_zero ), stepUp( 0.0f ), movementType( 0 ), movementFlags( 0 ), movementTime( 0 ) { } } playerPState_t; class idPhysics_Player : public idPhysics_Actor { public: CLASS_PROTOTYPE( idPhysics_Player ); idPhysics_Player(); 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() const; void SetMaxJumpHeight( const float newMaxJumpHeight ); void SetMovementType( const pmtype_t type ); void SetPlayerInput( const usercmd_t &cmd, const idVec3 &forwardVector ); void SetKnockBack( const int knockBackTime ); void SetDebugLevel( bool set ); // feed back from last physics frame waterLevel_t GetWaterLevel() const; int GetWaterType() const; bool HasJumped() const; bool HasSteppedUp() const; float GetStepUp() const; bool IsCrouching() const; bool OnLadder() const; const idVec3 & PlayerGetOrigin() const; // != GetOrigin public: // common physics interface bool Evaluate( int timeStepMSec, int endTimeMSec ); bool Interpolate( const float fraction ); void UpdateTime( int endTimeMSec ); int GetTime() 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() const; int GetRestStartTime() const; void SaveState(); void RestoreState(); 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; bool ClientPusherLocked( bool & justBecameUnlocked ); void SetPushed( int deltaTime ); void SetPushedWithAbnormalVelocityHack( int deltaTime ); const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const; void ClearPushedVelocity(); void SetMaster( idEntity *master, const bool orientated = true ); void WriteToSnapshot( idBitMsg &msg ) const; void ReadFromSnapshot( const idBitMsg &msg ); void SnapToNextState() { current = next; previous = current; } private: // player physics state playerPState_t current; playerPState_t saved; // physics state for client interpolation playerPState_t previous; playerPState_t next; // properties float walkSpeed; float crouchSpeed; float maxStepHeight; float maxJumpHeight; int debugLevel; // if set, diagnostic output will be printed // player input usercmd_t command; idVec3 commandForward; // can't use cmd.angles cause of the delta_angles and head tracking // 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; bool clientPusherLocked; 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 WaterJumpMove(); void WaterMove(); void FlyMove(); void AirMove(); void WalkMove(); void DeadMove(); void NoclipMove(); void SpectatorMove(); void LadderMove(); void CorrectAllSolid( trace_t &trace, int contents ); void CheckGround(); void CheckDuck(); void CheckLadder(); bool CheckJump(); bool CheckWaterJump(); void SetWaterLevel(); void DropTimers(); void MovePlayer( int msec ); }; #endif /* !__PHYSICS_PLAYER_H__ */