doom3-bfg/neo/d3xp/physics/Physics_Player.h
2012-11-26 12:58:24 -06:00

217 lines
6.8 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__ */