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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 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 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_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 OnLadder( 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 );
- 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( void );
- void CheckDuck( void );
- void CheckLadder( void );
- bool CheckJump( void );
- bool CheckWaterJump( void );
- void SetWaterLevel( void );
- void DropTimers( void );
- void MovePlayer( int msec );
- };
- #endif /* !__PHYSICS_PLAYER_H__ */
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