mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-12 21:41:48 +00:00
226 lines
6.8 KiB
C++
226 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__ */
|