#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; // RAVEN BEGIN // bdube: added idVec3 lastPushVelocity; // RAVEN END } monsterPState_t; class idPhysics_Monster : public idPhysics_Actor { public: CLASS_PROTOTYPE( idPhysics_Monster ); idPhysics_Monster( void ); 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( void ) 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( void ) const; // returns the movement result monsterMoveResult_t GetMoveResult( void ) 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( void ) const; // enable/disable activation by impact void EnableImpact( void ); void DisableImpact( void ); public: // common physics interface bool Evaluate( int timeStepMSec, int endTimeMSec ); void UpdateTime( int endTimeMSec ); int GetTime( void ) 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 ); void PutToRest( void ); bool IsAtRest( void ) const; int GetRestStartTime( void ) const; void SaveState( void ); void RestoreState( void ); 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( idBitMsgDelta &msg ) const; void ReadFromSnapshot( const idBitMsgDelta &msg ); private: // monster physics state monsterPState_t current; monsterPState_t saved; // 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( void ); }; #endif /* !__PHYSICS_MONSTER_H__ */