/* =========================================================================== 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. =========================================================================== */ #pragma hdrstop #include "../../idlib/precompiled.h" #include "../Game_local.h" CLASS_DECLARATION( idPhysics_Actor, idPhysics_Monster ) END_CLASS const float OVERCLIP = 1.001f; /* ===================== idPhysics_Monster::CheckGround ===================== */ void idPhysics_Monster::CheckGround( monsterPState_t& state ) { trace_t groundTrace; idVec3 down; if( gravityNormal == vec3_zero ) { state.onGround = false; groundEntityPtr = NULL; return; } down = state.origin + gravityNormal * CONTACT_EPSILON; gameLocal.clip.Translation( groundTrace, state.origin, down, clipModel, clipModel->GetAxis(), clipMask, self ); if( groundTrace.fraction == 1.0f ) { state.onGround = false; groundEntityPtr = NULL; return; } groundEntityPtr = gameLocal.entities[ groundTrace.c.entityNum ]; if( ( groundTrace.c.normal * -gravityNormal ) < minFloorCosine ) { state.onGround = false; return; } state.onGround = true; // let the entity know about the collision self->Collide( groundTrace, state.velocity ); // apply impact to a non world floor entity if( groundTrace.c.entityNum != ENTITYNUM_WORLD && groundEntityPtr.GetEntity() ) { impactInfo_t info; groundEntityPtr.GetEntity()->GetImpactInfo( self, groundTrace.c.id, groundTrace.c.point, &info ); if( info.invMass != 0.0f ) { groundEntityPtr.GetEntity()->ApplyImpulse( self, 0, groundTrace.c.point, state.velocity / ( info.invMass * 10.0f ) ); } } } /* ===================== idPhysics_Monster::SlideMove ===================== */ monsterMoveResult_t idPhysics_Monster::SlideMove( idVec3& start, idVec3& velocity, const idVec3& delta ) { int i; trace_t tr; idVec3 move; blockingEntity = NULL; move = delta; for( i = 0; i < 3; i++ ) { gameLocal.clip.Translation( tr, start, start + move, clipModel, clipModel->GetAxis(), clipMask, self ); start = tr.endpos; if( tr.fraction == 1.0f ) { if( i > 0 ) { return MM_SLIDING; } return MM_OK; } if( tr.c.entityNum != ENTITYNUM_NONE ) { assert( tr.c.entityNum < MAX_GENTITIES ); blockingEntity = gameLocal.entities[ tr.c.entityNum ]; } // clip the movement delta and velocity move.ProjectOntoPlane( tr.c.normal, OVERCLIP ); velocity.ProjectOntoPlane( tr.c.normal, OVERCLIP ); } return MM_BLOCKED; } /* ===================== idPhysics_Monster::StepMove move start into the delta direction the velocity is clipped conform any collisions ===================== */ monsterMoveResult_t idPhysics_Monster::StepMove( idVec3& start, idVec3& velocity, const idVec3& delta ) { trace_t tr; idVec3 up, down, noStepPos, noStepVel, stepPos, stepVel; monsterMoveResult_t result1, result2; float stepdist; float nostepdist; if( delta == vec3_origin ) { return MM_OK; } // try to move without stepping up noStepPos = start; noStepVel = velocity; result1 = SlideMove( noStepPos, noStepVel, delta ); if( result1 == MM_OK ) { velocity = noStepVel; if( gravityNormal == vec3_zero ) { start = noStepPos; return MM_OK; } // try to step down so that we walk down slopes and stairs at a normal rate down = noStepPos + gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self ); if( tr.fraction < 1.0f ) { start = tr.endpos; return MM_STEPPED; } else { start = noStepPos; return MM_OK; } } if( blockingEntity && blockingEntity->IsType( idActor::Type ) ) { // try to step down in case walking into an actor while going down steps down = noStepPos + gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, noStepPos, down, clipModel, clipModel->GetAxis(), clipMask, self ); start = tr.endpos; velocity = noStepVel; return MM_BLOCKED; } if( gravityNormal == vec3_zero ) { return result1; } // try to step up up = start - gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, start, up, clipModel, clipModel->GetAxis(), clipMask, self ); if( tr.fraction == 0.0f ) { start = noStepPos; velocity = noStepVel; return result1; } // try to move at the stepped up position stepPos = tr.endpos; stepVel = velocity; result2 = SlideMove( stepPos, stepVel, delta ); if( result2 == MM_BLOCKED ) { start = noStepPos; velocity = noStepVel; return result1; } // step down again down = stepPos + gravityNormal * maxStepHeight; gameLocal.clip.Translation( tr, stepPos, down, clipModel, clipModel->GetAxis(), clipMask, self ); stepPos = tr.endpos; // if the move is further without stepping up, or the slope is too steap, don't step up nostepdist = ( noStepPos - start ).LengthSqr(); stepdist = ( stepPos - start ).LengthSqr(); if( ( nostepdist >= stepdist ) || ( ( tr.c.normal * -gravityNormal ) < minFloorCosine ) ) { start = noStepPos; velocity = noStepVel; return MM_SLIDING; } start = stepPos; velocity = stepVel; return MM_STEPPED; } /* ================ idPhysics_Monster::Activate ================ */ void idPhysics_Monster::Activate() { current.atRest = -1; self->BecomeActive( TH_PHYSICS ); } /* ================ idPhysics_Monster::Rest ================ */ void idPhysics_Monster::Rest() { current.atRest = gameLocal.time; current.velocity.Zero(); self->BecomeInactive( TH_PHYSICS ); } /* ================ idPhysics_Monster::PutToRest ================ */ void idPhysics_Monster::PutToRest() { Rest(); } /* ================ idPhysics_Monster::idPhysics_Monster ================ */ idPhysics_Monster::idPhysics_Monster() { memset( ¤t, 0, sizeof( current ) ); current.atRest = -1; saved = current; delta.Zero(); maxStepHeight = 18.0f; minFloorCosine = 0.7f; moveResult = MM_OK; forceDeltaMove = false; fly = false; useVelocityMove = false; noImpact = false; blockingEntity = NULL; } /* ================ idPhysics_Monster_SavePState ================ */ void idPhysics_Monster_SavePState( idSaveGame* savefile, const monsterPState_t& state ) { savefile->WriteVec3( state.origin ); savefile->WriteVec3( state.velocity ); savefile->WriteVec3( state.localOrigin ); savefile->WriteVec3( state.pushVelocity ); savefile->WriteBool( state.onGround ); savefile->WriteInt( state.atRest ); } /* ================ idPhysics_Monster_RestorePState ================ */ void idPhysics_Monster_RestorePState( idRestoreGame* savefile, monsterPState_t& state ) { savefile->ReadVec3( state.origin ); savefile->ReadVec3( state.velocity ); savefile->ReadVec3( state.localOrigin ); savefile->ReadVec3( state.pushVelocity ); savefile->ReadBool( state.onGround ); savefile->ReadInt( state.atRest ); } /* ================ idPhysics_Monster::Save ================ */ void idPhysics_Monster::Save( idSaveGame* savefile ) const { idPhysics_Monster_SavePState( savefile, current ); idPhysics_Monster_SavePState( savefile, saved ); savefile->WriteFloat( maxStepHeight ); savefile->WriteFloat( minFloorCosine ); savefile->WriteVec3( delta ); savefile->WriteBool( forceDeltaMove ); savefile->WriteBool( fly ); savefile->WriteBool( useVelocityMove ); savefile->WriteBool( noImpact ); savefile->WriteInt( ( int )moveResult ); savefile->WriteObject( blockingEntity ); } /* ================ idPhysics_Monster::Restore ================ */ void idPhysics_Monster::Restore( idRestoreGame* savefile ) { idPhysics_Monster_RestorePState( savefile, current ); idPhysics_Monster_RestorePState( savefile, saved ); savefile->ReadFloat( maxStepHeight ); savefile->ReadFloat( minFloorCosine ); savefile->ReadVec3( delta ); savefile->ReadBool( forceDeltaMove ); savefile->ReadBool( fly ); savefile->ReadBool( useVelocityMove ); savefile->ReadBool( noImpact ); savefile->ReadInt( ( int& )moveResult ); savefile->ReadObject( reinterpret_cast( blockingEntity ) ); } /* ================ idPhysics_Monster::SetDelta ================ */ void idPhysics_Monster::SetDelta( const idVec3& d ) { delta = d; if( delta != vec3_origin ) { Activate(); } } /* ================ idPhysics_Monster::SetMaxStepHeight ================ */ void idPhysics_Monster::SetMaxStepHeight( const float newMaxStepHeight ) { maxStepHeight = newMaxStepHeight; } /* ================ idPhysics_Monster::GetMaxStepHeight ================ */ float idPhysics_Monster::GetMaxStepHeight() const { return maxStepHeight; } /* ================ idPhysics_Monster::OnGround ================ */ bool idPhysics_Monster::OnGround() const { return current.onGround; } /* ================ idPhysics_Monster::GetSlideMoveEntity ================ */ idEntity* idPhysics_Monster::GetSlideMoveEntity() const { return blockingEntity; } /* ================ idPhysics_Monster::GetMoveResult ================ */ monsterMoveResult_t idPhysics_Monster::GetMoveResult() const { return moveResult; } /* ================ idPhysics_Monster::ForceDeltaMove ================ */ void idPhysics_Monster::ForceDeltaMove( bool force ) { forceDeltaMove = force; } /* ================ idPhysics_Monster::UseFlyMove ================ */ void idPhysics_Monster::UseFlyMove( bool force ) { fly = force; } /* ================ idPhysics_Monster::UseVelocityMove ================ */ void idPhysics_Monster::UseVelocityMove( bool force ) { useVelocityMove = force; } /* ================ idPhysics_Monster::EnableImpact ================ */ void idPhysics_Monster::EnableImpact() { noImpact = false; } /* ================ idPhysics_Monster::DisableImpact ================ */ void idPhysics_Monster::DisableImpact() { noImpact = true; } /* ================ idPhysics_Monster::Evaluate ================ */ bool idPhysics_Monster::Evaluate( int timeStepMSec, int endTimeMSec ) { idVec3 masterOrigin, oldOrigin; idMat3 masterAxis; float timeStep; timeStep = MS2SEC( timeStepMSec ); moveResult = MM_OK; blockingEntity = NULL; oldOrigin = current.origin; // if bound to a master if( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + current.localOrigin * masterAxis; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); current.velocity = ( current.origin - oldOrigin ) / timeStep; masterDeltaYaw = masterYaw; masterYaw = masterAxis[0].ToYaw(); masterDeltaYaw = masterYaw - masterDeltaYaw; return true; } // if the monster is at rest if( current.atRest >= 0 ) { return false; } ActivateContactEntities(); // move the monster velocity into the frame of a pusher current.velocity -= current.pushVelocity; clipModel->Unlink(); // check if on the ground idPhysics_Monster::CheckGround( current ); // if not on the ground or moving upwards float upspeed; if( gravityNormal != vec3_zero ) { upspeed = -( current.velocity * gravityNormal ); } else { upspeed = current.velocity.z; } if( fly || ( !forceDeltaMove && ( !current.onGround || upspeed > 1.0f ) ) ) { if( upspeed < 0.0f ) { moveResult = MM_FALLING; } else { current.onGround = false; moveResult = MM_OK; } delta = current.velocity * timeStep; if( delta != vec3_origin ) { moveResult = idPhysics_Monster::SlideMove( current.origin, current.velocity, delta ); delta.Zero(); } if( !fly ) { current.velocity += gravityVector * timeStep; } } else { if( useVelocityMove ) { delta = current.velocity * timeStep; } else { current.velocity = delta / timeStep; } current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal; if( delta == vec3_origin ) { Rest(); } else { // try moving into the desired direction moveResult = idPhysics_Monster::StepMove( current.origin, current.velocity, delta ); delta.Zero(); } } clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); // get all the ground contacts EvaluateContacts(); // move the monster velocity back into the world frame current.velocity += current.pushVelocity; current.pushVelocity.Zero(); if( IsOutsideWorld() ) { gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString( 0 ) ); Rest(); } return ( current.origin != oldOrigin ); } /* ================ idPhysics_Monster::UpdateTime ================ */ void idPhysics_Monster::UpdateTime( int endTimeMSec ) { } /* ================ idPhysics_Monster::GetTime ================ */ int idPhysics_Monster::GetTime() const { return gameLocal.time; } /* ================ idPhysics_Monster::GetImpactInfo ================ */ void idPhysics_Monster::GetImpactInfo( const int id, const idVec3& point, impactInfo_t* info ) const { info->invMass = invMass; info->invInertiaTensor.Zero(); info->position.Zero(); info->velocity = current.velocity; } /* ================ idPhysics_Monster::ApplyImpulse ================ */ void idPhysics_Monster::ApplyImpulse( const int id, const idVec3& point, const idVec3& impulse ) { if( noImpact ) { return; } current.velocity += impulse * invMass; Activate(); } /* ================ idPhysics_Monster::IsAtRest ================ */ bool idPhysics_Monster::IsAtRest() const { return current.atRest >= 0; } /* ================ idPhysics_Monster::GetRestStartTime ================ */ int idPhysics_Monster::GetRestStartTime() const { return current.atRest; } /* ================ idPhysics_Monster::SaveState ================ */ void idPhysics_Monster::SaveState() { saved = current; } /* ================ idPhysics_Monster::RestoreState ================ */ void idPhysics_Monster::RestoreState() { current = saved; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); EvaluateContacts(); } /* ================ idPhysics_Player::SetOrigin ================ */ void idPhysics_Monster::SetOrigin( const idVec3& newOrigin, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.localOrigin = newOrigin; if( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + newOrigin * masterAxis; } else { current.origin = newOrigin; } clipModel->Link( gameLocal.clip, self, 0, newOrigin, clipModel->GetAxis() ); Activate(); } /* ================ idPhysics_Player::SetAxis ================ */ void idPhysics_Monster::SetAxis( const idMat3& newAxis, int id ) { clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), newAxis ); Activate(); } /* ================ idPhysics_Monster::Translate ================ */ void idPhysics_Monster::Translate( const idVec3& translation, int id ) { current.localOrigin += translation; current.origin += translation; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); Activate(); } /* ================ idPhysics_Monster::Rotate ================ */ void idPhysics_Monster::Rotate( const idRotation& rotation, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.origin *= rotation; if( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose(); } else { current.localOrigin = current.origin; } clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3() ); Activate(); } /* ================ idPhysics_Monster::SetLinearVelocity ================ */ void idPhysics_Monster::SetLinearVelocity( const idVec3& newLinearVelocity, int id ) { current.velocity = newLinearVelocity; Activate(); } /* ================ idPhysics_Monster::GetLinearVelocity ================ */ const idVec3& idPhysics_Monster::GetLinearVelocity( int id ) const { return current.velocity; } /* ================ idPhysics_Monster::SetPushed ================ */ void idPhysics_Monster::SetPushed( int deltaTime ) { // velocity with which the monster is pushed current.pushVelocity += ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC ); } /* ================ idPhysics_Monster::GetPushedLinearVelocity ================ */ const idVec3& idPhysics_Monster::GetPushedLinearVelocity( const int id ) const { return current.pushVelocity; } /* ================ idPhysics_Monster::SetMaster the binding is never orientated ================ */ void idPhysics_Monster::SetMaster( idEntity* master, const bool orientated ) { idVec3 masterOrigin; idMat3 masterAxis; if( master ) { if( !masterEntity ) { // transform from world space to master space self->GetMasterPosition( masterOrigin, masterAxis ); current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose(); masterEntity = master; masterYaw = masterAxis[0].ToYaw(); } ClearContacts(); } else { if( masterEntity ) { masterEntity = NULL; Activate(); } } } const float MONSTER_VELOCITY_MAX = 4000; const int MONSTER_VELOCITY_TOTAL_BITS = 16; const int MONSTER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( MONSTER_VELOCITY_MAX ) ) + 1; const int MONSTER_VELOCITY_MANTISSA_BITS = MONSTER_VELOCITY_TOTAL_BITS - 1 - MONSTER_VELOCITY_EXPONENT_BITS; /* ================ idPhysics_Monster::WriteToSnapshot ================ */ void idPhysics_Monster::WriteToSnapshot( idBitMsg& msg ) const { msg.WriteFloat( current.origin[0] ); msg.WriteFloat( current.origin[1] ); msg.WriteFloat( current.origin[2] ); msg.WriteFloat( current.velocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); msg.WriteFloat( current.velocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); msg.WriteFloat( current.velocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] ); msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] ); msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] ); msg.WriteDeltaFloat( 0.0f, current.pushVelocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); msg.WriteLong( current.atRest ); msg.WriteBits( current.onGround, 1 ); } /* ================ idPhysics_Monster::ReadFromSnapshot ================ */ void idPhysics_Monster::ReadFromSnapshot( const idBitMsg& msg ) { current.origin[0] = msg.ReadFloat(); current.origin[1] = msg.ReadFloat(); current.origin[2] = msg.ReadFloat(); current.velocity[0] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); current.velocity[1] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); current.velocity[2] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] ); current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] ); current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] ); current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS ); current.atRest = msg.ReadLong(); current.onGround = msg.ReadBits( 1 ) != 0; }