/* =========================================================================== 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_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 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() 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() const; // returns the movement result monsterMoveResult_t GetMoveResult() 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() const; // enable/disable activation by impact void EnableImpact(); void DisableImpact(); public: // common physics interface bool Evaluate( int timeStepMSec, int endTimeMSec ); 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 ); void Activate(); void PutToRest(); 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; void SetPushed( int deltaTime ); const idVec3& GetPushedLinearVelocity( const int id = 0 ) const; void SetMaster( idEntity* master, const bool orientated = true ); void WriteToSnapshot( idBitMsg& msg ) const; void ReadFromSnapshot( const idBitMsg& msg ); private: // monster physics state monsterPState_t current; monsterPState_t saved; // client interpolation state monsterPState_t previous; monsterPState_t next; // 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(); }; #endif /* !__PHYSICS_MONSTER_H__ */