#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; idVec3 lastPushVelocity; float stepUp; int movementType; int movementFlags; int movementTime; int crouchSlideTime; } playerPState_t; class idPhysics_Player : public idPhysics_Actor { public: CLASS_PROTOTYPE( idPhysics_Player ); idPhysics_Player( void ); 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( void ) const; void SetMaxJumpHeight( const float newMaxJumpHeight ); void SetMovementType( const pmtype_t type ); void SetPlayerInput( const usercmd_t &cmd, const idAngles &newViewAngles ); void SetKnockBack( const int knockBackTime ); void SetDebugLevel( bool set ); // feed back from last physics frame waterLevel_t GetWaterLevel( void ) const; int GetWaterType( void ) const; bool HasJumped( void ) const; bool HasSteppedUp( void ) const; float GetStepUp( void ) const; bool IsCrouching( void ) const; bool IsJumping( void ) const; bool OnLadder( void ) const; bool OnGround( void ) const; const idVec3 & PlayerGetOrigin( void ) const; // != GetOrigin 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 ); 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 ClearPushedVelocity( void ); void SetMaster( idEntity *master, const bool orientated = true ); void WriteToSnapshot( idBitMsgDelta &msg ) const; void ReadFromSnapshot( const idBitMsgDelta &msg ); bool IsNoclip( void ) const; bool IsDead( void ) const; void SetClipModelNoLink( idClipModel *clip ); private: // player physics state playerPState_t current; playerPState_t saved; // properties float walkSpeed; float crouchSpeed; float maxStepHeight; float maxJumpHeight; int debugLevel; // if set, diagnostic output will be printed // player input usercmd_t command; idAngles viewAngles; // 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; 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 ); void WaterJumpMove( void ); void WaterMove( void ); void FlyMove( void ); void AirMove( void ); void WalkMove( void ); void DeadMove( void ); void NoclipMove( void ); void SpectatorMove( void ); void LadderMove( void ); void CorrectAllSolid( trace_t &trace, int contents ); void CheckGround( bool checkStuck ); void CheckDuck( void ); void CheckLadder( void ); bool CheckJump( void ); bool CheckWaterJump( void ); void SetWaterLevel( void ); void DropTimers( void ); void MovePlayer( int msec ); // forceLength: // 0 => use the pm_slideVelocity / pm_powerSlide settings // 1 => maintain velocity // 2 => maintain horizontal velocity idVec3 AdjustVertically( const idVec3 &normal, const idVec3 &in, int forceLength = 0 ) const; float Pm_Accelerate( void ); float Pm_AirAccelerate( void ); }; ID_INLINE bool idPhysics_Player::IsNoclip( void ) const { return current.movementType == PM_NOCLIP; } ID_INLINE bool idPhysics_Player::IsDead( void ) const { return current.movementType == PM_DEAD; } ID_INLINE bool idPhysics_Player::OnGround( void ) const { return groundPlane; } #endif /* !__PHYSICS_PLAYER_H__ */