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https://github.com/jmarshall23/DoomRTX.git
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221 lines
6.7 KiB
C++
221 lines
6.7 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __PHYSICS_PLAYER_H__
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#define __PHYSICS_PLAYER_H__
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/*
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===================================================================================
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Player physics
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Simulates the motion of a player through the environment. Input from the
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player is used to allow a certain degree of control over the motion.
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===================================================================================
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*/
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//HUMANHEAD START: All these moved here from physics_player.cpp
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// movement parameters
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const float PM_STOPSPEED = 100.0f;
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const float PM_SWIMSCALE = 0.5f;
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const float PM_LADDERSPEED = 100.0f;
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const float PM_STEPSCALE = 1.0f;
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const float PM_ACCELERATE = 10.0f;
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const float PM_AIRACCELERATE = 1.0f;
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const float PM_WATERACCELERATE = 4.0f;
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const float PM_FLYACCELERATE = 8.0f;
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const float PM_FRICTION = 6.0f;
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const float PM_AIRFRICTION = 0.0f;
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const float PM_WATERFRICTION = 1.0f;
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const float PM_FLYFRICTION = 3.0f;
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const float PM_NOCLIPFRICTION = 12.0f;
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const float MIN_WALK_NORMAL = 0.7f; // can't walk on very steep slopes
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const float OVERCLIP = 1.001f;
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// movementFlags
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const int PMF_DUCKED = 1; // set when ducking
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const int PMF_JUMPED = 2; // set when the player jumped this frame
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const int PMF_STEPPED_UP = 4; // set when the player stepped up this frame
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const int PMF_STEPPED_DOWN = 8; // set when the player stepped down this frame
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const int PMF_JUMP_HELD = 16; // set when jump button is held down
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const int PMF_TIME_LAND = 32; // movementTime is time before rejump
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const int PMF_TIME_KNOCKBACK = 64; // movementTime is an air-accelerate only time
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const int PMF_TIME_WATERJUMP = 128; // movementTime is waterjump
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const int PMF_ALL_TIMES = (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK);
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//HUMANHEAD END
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// movementType
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typedef enum {
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PM_NORMAL, // normal physics
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PM_DEAD, // no acceleration or turning, but free falling
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PM_SPECTATOR, // flying without gravity but with collision detection
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PM_FREEZE, // stuck in place without control
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PM_NOCLIP // flying without collision detection nor gravity
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} pmtype_t;
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typedef enum {
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WATERLEVEL_NONE,
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WATERLEVEL_FEET,
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WATERLEVEL_WAIST,
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WATERLEVEL_HEAD
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} waterLevel_t;
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typedef struct playerPState_s {
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idVec3 origin;
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//HUMANHEAD: aob - needed for saving state and vehicles
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idMat3 axis;
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idMat3 localAxis;
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//HUMANHEAD END
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idVec3 velocity;
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idVec3 localOrigin;
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idVec3 pushVelocity;
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float stepUp;
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int movementType;
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int movementFlags;
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int movementTime;
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} playerPState_t;
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class idPhysics_Player : public idPhysics_Actor {
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public:
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CLASS_PROTOTYPE( idPhysics_Player );
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idPhysics_Player( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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// initialisation
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void SetSpeed( const float newWalkSpeed, const float newCrouchSpeed );
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void SetMaxStepHeight( const float newMaxStepHeight );
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float GetMaxStepHeight( void ) const;
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void SetMaxJumpHeight( const float newMaxJumpHeight );
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void SetMovementType( const pmtype_t type );
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void SetPlayerInput( const usercmd_t &cmd, const idAngles &newViewAngles );
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virtual //HUMANHEAD: Made virtual
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void SetKnockBack( const int knockBackTime );
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void SetDebugLevel( bool set );
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// feed back from last physics frame
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waterLevel_t GetWaterLevel( void ) const;
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int GetWaterType( void ) const;
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bool HasJumped( void ) const;
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bool HasSteppedUp( void ) const;
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float GetStepUp( void ) const;
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bool IsCrouching( void ) const;
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bool OnLadder( void ) const;
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const idVec3 & PlayerGetOrigin( void ) const; // != GetOrigin
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public: // common physics interface
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bool Evaluate( int timeStepMSec, int endTimeMSec );
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void UpdateTime( int endTimeMSec );
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int GetTime( void ) const;
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void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
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void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
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bool IsAtRest( void ) const;
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int GetRestStartTime( void ) const;
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void SaveState( void );
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void RestoreState( void );
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void SetOrigin( const idVec3 &newOrigin, int id = -1 );
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void SetAxis( const idMat3 &newAxis, int id = -1 );
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void Translate( const idVec3 &translation, int id = -1 );
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void Rotate( const idRotation &rotation, int id = -1 );
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void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
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const idVec3 & GetLinearVelocity( int id = 0 ) const;
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virtual //HUMANHEAD: Made virtual
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void SetPushed( int deltaTime );
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const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const;
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void ClearPushedVelocity( void );
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void SetMaster( idEntity *master, const bool orientated = true );
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void WriteToSnapshot( idBitMsgDelta &msg ) const;
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void ReadFromSnapshot( const idBitMsgDelta &msg );
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protected: //HUMANHEAD
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// player physics state
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playerPState_t current;
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playerPState_t saved;
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// properties
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float walkSpeed;
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float crouchSpeed;
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float maxStepHeight;
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float maxJumpHeight;
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int debugLevel; // if set, diagnostic output will be printed
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// player input
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usercmd_t command;
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idAngles viewAngles;
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// run-time variables
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int framemsec;
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float frametime;
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float playerSpeed;
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idVec3 viewForward;
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idVec3 viewRight;
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// walk movement
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bool walking;
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bool groundPlane;
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//HUMANHEAD: aob - moved to idPhysics_Actor
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// trace_t groundTrace;
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//HUMANHEAD END
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const idMaterial * groundMaterial;
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// ladder movement
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bool ladder;
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idVec3 ladderNormal;
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// results of last evaluate
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waterLevel_t waterLevel;
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int waterType;
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idVec3 wishdir; //HUMANHEAD
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protected://HUMANHEAD
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// HUMANHEAD
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virtual idVec3 DetermineJumpVelocity();
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// HUMANHEAD END
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float CmdScale( const usercmd_t &cmd ) const;
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void Accelerate( const idVec3 &wishdir, const float wishspeed, const float accel );
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bool SlideMove( bool gravity, bool stepUp, bool stepDown, bool push );
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void Friction( void );
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void WaterJumpMove( void );
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void WaterMove( void );
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void FlyMove( void );
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virtual //HUMANHEAD: Made virtual
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void AirMove( void );
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virtual //HUMANHEAD: Made virtual
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void WalkMove( void );
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void DeadMove( void );
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void NoclipMove( void );
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void SpectatorMove( void );
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void LadderMove( void );
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void CorrectAllSolid( trace_t &trace, int contents );
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virtual //HUMANHEAD: Made virtual
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void CheckGround( void );
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void CheckDuck( void );
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void CheckLadder( void );
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bool CheckJump( void );
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bool CheckWaterJump( void );
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void SetWaterLevel( void );
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void DropTimers( void );
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void MovePlayer( int msec );
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};
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#endif /* !__PHYSICS_PLAYER_H__ */
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