322 lines
10 KiB
C
322 lines
10 KiB
C
|
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
// $Workfile: $
|
|||
|
// $Date: $
|
|||
|
// $NoKeywords: $
|
|||
|
//=============================================================================//
|
|||
|
#if !defined( GAMEMOVEMENT_H )
|
|||
|
#define GAMEMOVEMENT_H
|
|||
|
#ifdef _WIN32
|
|||
|
#pragma once
|
|||
|
#endif
|
|||
|
|
|||
|
#include "igamemovement.h"
|
|||
|
#include "cmodel.h"
|
|||
|
#include "tier0/vprof.h"
|
|||
|
|
|||
|
#define CTEXTURESMAX 512 // max number of textures loaded
|
|||
|
#define CBTEXTURENAMEMAX 13 // only load first n chars of name
|
|||
|
|
|||
|
#define GAMEMOVEMENT_DUCK_TIME 1000 // ms
|
|||
|
#define GAMEMOVEMENT_JUMP_TIME 510 // ms approx - based on the 21 unit height jump
|
|||
|
#define GAMEMOVEMENT_JUMP_HEIGHT 21.0f // units
|
|||
|
#define GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS ( TIME_TO_UNDUCK_MSECS ) // ms
|
|||
|
#define GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS_INV ( GAMEMOVEMENT_DUCK_TIME - GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS )
|
|||
|
|
|||
|
struct surfacedata_t;
|
|||
|
|
|||
|
class CBasePlayer;
|
|||
|
|
|||
|
class CGameMovement : public IGameMovement
|
|||
|
{
|
|||
|
public:
|
|||
|
DECLARE_CLASS_NOBASE( CGameMovement );
|
|||
|
|
|||
|
CGameMovement( void );
|
|||
|
virtual ~CGameMovement( void );
|
|||
|
|
|||
|
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove );
|
|||
|
virtual void Reset( void );
|
|||
|
virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer );
|
|||
|
virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer );
|
|||
|
virtual void DiffPrint( char const *fmt, ... );
|
|||
|
virtual const Vector& GetPlayerMins( bool ducked ) const;
|
|||
|
virtual const Vector& GetPlayerMaxs( bool ducked ) const;
|
|||
|
virtual const Vector& GetPlayerViewOffset( bool ducked ) const;
|
|||
|
virtual void SetupMovementBounds( CMoveData *pMove );
|
|||
|
|
|||
|
virtual bool IsMovingPlayerStuck( void ) const;
|
|||
|
virtual CBasePlayer *GetMovingPlayer( void ) const;
|
|||
|
virtual void UnblockPusher( CBasePlayer *pPlayer, CBaseEntity *pPusher );
|
|||
|
|
|||
|
// For sanity checking getting stuck on CMoveData::SetAbsOrigin
|
|||
|
virtual void TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm );
|
|||
|
|
|||
|
// wrapper around tracehull to allow tracelistdata optimizations
|
|||
|
void GameMovementTraceHull( const Vector& start, const Vector& end, const Vector &mins, const Vector &maxs, unsigned int fMask, ITraceFilter *pFilter, trace_t *pTrace );
|
|||
|
|
|||
|
#define BRUSH_ONLY true
|
|||
|
virtual unsigned int PlayerSolidMask( bool brushOnly = false, CBasePlayer *testPlayer = NULL ) const; ///< returns the solid mask for the given player, so bots can have a more-restrictive set
|
|||
|
CBasePlayer *player;
|
|||
|
CMoveData *GetMoveData() { return mv; }
|
|||
|
protected:
|
|||
|
// Input/Output for this movement
|
|||
|
CMoveData *mv;
|
|||
|
|
|||
|
int m_nOldWaterLevel;
|
|||
|
float m_flWaterEntryTime;
|
|||
|
int m_nOnLadder;
|
|||
|
|
|||
|
Vector m_vecForward;
|
|||
|
Vector m_vecRight;
|
|||
|
Vector m_vecUp;
|
|||
|
|
|||
|
|
|||
|
// Does most of the player movement logic.
|
|||
|
// Returns with origin, angles, and velocity modified in place.
|
|||
|
// were contacted during the move.
|
|||
|
virtual void PlayerMove( void );
|
|||
|
|
|||
|
// Set ground data, etc.
|
|||
|
void FinishMove( void );
|
|||
|
|
|||
|
virtual float CalcRoll( const QAngle &angles, const Vector &velocity, float rollangle, float rollspeed );
|
|||
|
|
|||
|
virtual void DecayPunchAngle( void );
|
|||
|
|
|||
|
virtual void CheckWaterJump(void );
|
|||
|
|
|||
|
virtual void WaterMove( void );
|
|||
|
|
|||
|
virtual void WaterJump( void );
|
|||
|
|
|||
|
// Handles both ground friction and water friction
|
|||
|
virtual void Friction( void );
|
|||
|
|
|||
|
virtual void AirAccelerate( Vector& wishdir, float wishspeed, float accel );
|
|||
|
|
|||
|
virtual void AirMove( void );
|
|||
|
|
|||
|
virtual bool CanAccelerate();
|
|||
|
virtual void Accelerate( Vector& wishdir, float wishspeed, float accel);
|
|||
|
|
|||
|
// Only used by players. Moves along the ground when player is a MOVETYPE_WALK.
|
|||
|
virtual void WalkMove( void );
|
|||
|
|
|||
|
// Try to keep a walking player on the ground when running down slopes etc
|
|||
|
virtual void StayOnGround( void );
|
|||
|
|
|||
|
// Handle MOVETYPE_WALK.
|
|||
|
virtual void FullWalkMove();
|
|||
|
|
|||
|
// Implement this if you want to know when the player collides during OnPlayerMove
|
|||
|
virtual void OnTryPlayerMoveCollision( trace_t &tr ) {}
|
|||
|
|
|||
|
virtual const Vector& GetPlayerMins( void ) const; // uses local player
|
|||
|
virtual const Vector& GetPlayerMaxs( void ) const; // uses local player
|
|||
|
|
|||
|
typedef enum
|
|||
|
{
|
|||
|
GROUND = 0,
|
|||
|
STUCK,
|
|||
|
LADDER,
|
|||
|
LADDER_WEDGE
|
|||
|
} IntervalType_t;
|
|||
|
|
|||
|
virtual int GetCheckInterval( IntervalType_t type );
|
|||
|
|
|||
|
// Useful for things that happen periodically. This lets things happen on the specified interval, but
|
|||
|
// spaces the events onto different frames for different players so they don't all hit their spikes
|
|||
|
// simultaneously.
|
|||
|
bool CheckInterval( IntervalType_t type );
|
|||
|
|
|||
|
|
|||
|
// Decompoosed gravity
|
|||
|
virtual void StartGravity( void );
|
|||
|
virtual void FinishGravity( void );
|
|||
|
|
|||
|
// Apply normal ( undecomposed ) gravity
|
|||
|
virtual void AddGravity( void );
|
|||
|
|
|||
|
// Handle movement in noclip mode.
|
|||
|
void FullNoClipMove( float factor, float maxacceleration );
|
|||
|
|
|||
|
// Returns true if he started a jump (ie: should he play the jump animation)?
|
|||
|
virtual bool CheckJumpButton( void ); // Overridden by each game.
|
|||
|
|
|||
|
// Dead player flying through air., e.g.
|
|||
|
virtual void FullTossMove( void );
|
|||
|
|
|||
|
// Player is a Observer chasing another player
|
|||
|
void FullObserverMove( void );
|
|||
|
|
|||
|
// Handle movement when in MOVETYPE_LADDER mode.
|
|||
|
virtual void FullLadderMove();
|
|||
|
|
|||
|
// The basic solid body movement clip that slides along multiple planes
|
|||
|
virtual int TryPlayerMove( Vector *pFirstDest=NULL, trace_t *pFirstTrace=NULL );
|
|||
|
|
|||
|
virtual bool LadderMove( void );
|
|||
|
virtual bool OnLadder( trace_t &trace );
|
|||
|
virtual float LadderDistance( void ) const { return 2.0f; } ///< Returns the distance a player can be from a ladder and still attach to it
|
|||
|
virtual unsigned int LadderMask( void ) const { return MASK_PLAYERSOLID; }
|
|||
|
virtual float ClimbSpeed( void ) const { return MAX_CLIMB_SPEED; }
|
|||
|
virtual float LadderLateralMultiplier( void ) const { return 1.0f; }
|
|||
|
|
|||
|
// See if the player has a bogus velocity value.
|
|||
|
void CheckVelocity( void );
|
|||
|
|
|||
|
// Does not change the entities velocity at all
|
|||
|
void PushEntity( Vector& push, trace_t *pTrace );
|
|||
|
|
|||
|
// Slide off of the impacting object
|
|||
|
// returns the blocked flags:
|
|||
|
// 0x01 == floor
|
|||
|
// 0x02 == step / wall
|
|||
|
virtual int ClipVelocity( Vector& in, Vector& normal, Vector& out, float overbounce );
|
|||
|
|
|||
|
// If pmove.origin is in a solid position,
|
|||
|
// try nudging slightly on all axis to
|
|||
|
// allow for the cut precision of the net coordinates
|
|||
|
|
|||
|
int CheckStuck( void );
|
|||
|
|
|||
|
// Check if the point is in water.
|
|||
|
// Sets refWaterLevel and refWaterType appropriately.
|
|||
|
// If in water, applies current to baseVelocity, and returns true.
|
|||
|
virtual bool CheckWater( void );
|
|||
|
virtual void GetWaterCheckPosition( int waterLevel, Vector *pos );
|
|||
|
|
|||
|
// Determine if player is in water, on ground, etc.
|
|||
|
virtual void CategorizePosition( void );
|
|||
|
|
|||
|
virtual void CheckParameters( void );
|
|||
|
|
|||
|
virtual void ReduceTimers( void );
|
|||
|
|
|||
|
virtual void CheckFalling( void );
|
|||
|
|
|||
|
virtual void PlayerRoughLandingEffects( float fvol );
|
|||
|
|
|||
|
void PlayerWaterSounds( void );
|
|||
|
|
|||
|
void ResetGetWaterContentsForPointCache();
|
|||
|
int GetWaterContentsForPointCached( const Vector &point, int slot );
|
|||
|
|
|||
|
// Ducking
|
|||
|
virtual void Duck( void );
|
|||
|
virtual void HandleDuckingSpeedCrop();
|
|||
|
virtual void FinishUnDuck( void );
|
|||
|
virtual void FinishDuck( void );
|
|||
|
virtual bool CanUnduck();
|
|||
|
virtual void UpdateDuckJumpEyeOffset( void );
|
|||
|
virtual bool CanUnDuckJump( trace_t &trace );
|
|||
|
virtual void StartUnDuckJump( void );
|
|||
|
virtual void FinishUnDuckJump( trace_t &trace );
|
|||
|
virtual void SetDuckedEyeOffset( float duckFraction );
|
|||
|
virtual void FixPlayerCrouchStuck( bool moveup );
|
|||
|
|
|||
|
float SplineFraction( float value, float scale );
|
|||
|
|
|||
|
virtual void CategorizeGroundSurface( trace_t &pm );
|
|||
|
|
|||
|
virtual bool InWater( void );
|
|||
|
|
|||
|
// Commander view movement
|
|||
|
void IsometricMove( void );
|
|||
|
|
|||
|
// Traces the player bbox as it is swept from start to end
|
|||
|
virtual CBaseHandle TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm );
|
|||
|
|
|||
|
// Checks to see if we should actually jump
|
|||
|
void PlaySwimSound();
|
|||
|
|
|||
|
bool IsDead( void ) const;
|
|||
|
|
|||
|
// Figures out how the constraint should slow us down
|
|||
|
float ComputeConstraintSpeedFactor( void );
|
|||
|
|
|||
|
virtual void SetGroundEntity( trace_t *pm );
|
|||
|
|
|||
|
virtual void StepMove( Vector &vecDestination, trace_t &trace );
|
|||
|
|
|||
|
protected:
|
|||
|
virtual ITraceFilter *LockTraceFilter( int collisionGroup );
|
|||
|
virtual void UnlockTraceFilter( ITraceFilter *&pFilter );
|
|||
|
|
|||
|
// Performs the collision resolution for fliers.
|
|||
|
void PerformFlyCollisionResolution( trace_t &pm, Vector &move );
|
|||
|
|
|||
|
virtual bool GameHasLadders() const;
|
|||
|
|
|||
|
enum
|
|||
|
{
|
|||
|
// eyes, waist, feet points (since they are all deterministic
|
|||
|
MAX_PC_CACHE_SLOTS = 3,
|
|||
|
};
|
|||
|
|
|||
|
// Cache used to remove redundant calls to GetPointContents() for water.
|
|||
|
int m_CachedGetPointContents[ MAX_PLAYERS ][ MAX_PC_CACHE_SLOTS ];
|
|||
|
Vector m_CachedGetPointContentsPoint[ MAX_PLAYERS ][ MAX_PC_CACHE_SLOTS ];
|
|||
|
|
|||
|
//private:
|
|||
|
bool m_bSpeedCropped;
|
|||
|
|
|||
|
bool m_bProcessingMovement;
|
|||
|
bool m_bInStuckTest;
|
|||
|
|
|||
|
float m_flStuckCheckTime[MAX_PLAYERS+1][2]; // Last time we did a full test
|
|||
|
|
|||
|
// special function for teleport-with-duck for episodic
|
|||
|
#ifdef HL2_EPISODIC
|
|||
|
public:
|
|||
|
void ForceDuck( void );
|
|||
|
|
|||
|
#endif
|
|||
|
ITraceListData *m_pTraceListData;
|
|||
|
|
|||
|
int m_nTraceCount;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Traces player movement + position
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
inline void CGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm )
|
|||
|
{
|
|||
|
++m_nTraceCount;
|
|||
|
VPROF( "CGameMovement::TracePlayerBBox" );
|
|||
|
|
|||
|
Ray_t ray;
|
|||
|
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
|
|||
|
ITraceFilter *pFilter = LockTraceFilter( collisionGroup );
|
|||
|
if ( m_pTraceListData && m_pTraceListData->CanTraceRay(ray) )
|
|||
|
{
|
|||
|
enginetrace->TraceRayAgainstLeafAndEntityList( ray, m_pTraceListData, fMask, pFilter, &pm );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
enginetrace->TraceRay( ray, fMask, pFilter, &pm );
|
|||
|
}
|
|||
|
UnlockTraceFilter( pFilter );
|
|||
|
}
|
|||
|
|
|||
|
inline void CGameMovement::GameMovementTraceHull( const Vector& start, const Vector& end, const Vector &mins, const Vector &maxs, unsigned int fMask, ITraceFilter *pFilter, trace_t *pTrace )
|
|||
|
{
|
|||
|
++m_nTraceCount;
|
|||
|
Ray_t ray;
|
|||
|
ray.Init( start, end, mins, maxs );
|
|||
|
if ( m_pTraceListData && m_pTraceListData->CanTraceRay(ray) )
|
|||
|
{
|
|||
|
enginetrace->TraceRayAgainstLeafAndEntityList( ray, m_pTraceListData, fMask, pFilter, pTrace );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
enginetrace->TraceRay( ray, fMask, pFilter, pTrace );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endif // GAMEMOVEMENT_H
|