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