// Copyright (C) 2007 Id Software, Inc. // #ifndef __PHYSICS_MONSTER_H__ #define __PHYSICS_MONSTER_H__ #include "Physics_Actor.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 { bool onGround; float stepUp; idVec3 origin; idVec3 velocity; idVec3 pushVelocity; } monsterPState_t; class sdMonsterPhysicsNetworkData : public sdEntityStateNetworkData { public: sdMonsterPhysicsNetworkData( void ) { ; } virtual void MakeDefault( void ); virtual void Write( idFile* file ) const; virtual void Read( idFile* file ); idVec3 origin; idVec3 velocity; }; class sdMonsterPhysicsBroadcastData : public sdEntityStateNetworkData { public: sdMonsterPhysicsBroadcastData( void ) { ; } virtual void MakeDefault( void ); virtual void Write( idFile* file ) const; virtual void Read( idFile* file ); idVec3 pushVelocity; int atRest; }; class idPhysics_Monster : public idPhysics_Actor { public: CLASS_PROTOTYPE( idPhysics_Monster ); idPhysics_Monster( void ); // maximum step up the monster can take, default 18 units void SetMaxStepHeight( const float newMaxStepHeight ); float GetMaxStepHeight( void ) const; // set delta for next move void SetDelta( const idVec3 &d ); // returns true if monster is standing on the ground bool OnGround( void ) const; // overrides any velocity for pure delta movement void ForceDeltaMove( 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 virtual void EnableImpact( void ); virtual 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 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; virtual void Activate( void ); virtual void PutToRest( void ); virtual bool IsAtRest( void ); virtual int VehiclePush( bool stuck, float timeDelta, idVec3& move, idClipModel* pusher, int pushCount ); virtual void ApplyNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& newState ); virtual bool CheckNetworkStateChanges( networkStateMode_t mode, const sdEntityStateNetworkData& baseState ) const; virtual void WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const; virtual void ReadNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const; virtual sdEntityStateNetworkData* CreateNetworkStructure( networkStateMode_t mode ) const; virtual float InWater( void ) const { return waterLevel; } const idVec3& GetGroundNormal( void ) const { return groundTrace.c.normal; } virtual void DebugDraw( void ); void SetStability( bool value ) { isStable = value; } // Currently the monster physics won't handle being pushed gracefully, so setting this to false for now! virtual bool IsPushable( void ) const { return false; } private: // monster physics state monsterPState_t current; monsterPState_t saved; int atRest; int framemsec; float frametime; // properties float maxStepHeight; // maximum step height idVec3 delta; // delta for next move bool useVelocityMove; bool noImpact; // if true do not activate when another object collides bool walking; trace_t groundTrace; // results of last evaluate idEntity * blockingEntity; float waterLevel; bool isStable; private: void CheckGround( void ); bool SlideMove( bool gravity, bool stepUp, bool stepDown, bool push, int vehiclePush ); void CheckWater( void ); void WalkMove( void ); void AirMove( void ); }; #endif /* !__PHYSICS_MONSTER_H__ */