You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
272 lines
7.7 KiB
272 lines
7.7 KiB
//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ======== |
|
// |
|
// The copyright to the contents herein is the property of Valve, L.L.C. |
|
// The contents may be used and/or copied only with the written permission of |
|
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in |
|
// the agreement/contract under which the contents have been supplied. |
|
// |
|
// Purpose: |
|
// |
|
// $Workfile: $ |
|
// $Date: $ |
|
// $NoKeywords: $ |
|
//==================a=========================================================== |
|
#if !defined( MARINEGAMEMOVEMENT_H ) |
|
#define MARINEGAMEMOVEMENT_H |
|
#ifdef _WIN32 |
|
#pragma once |
|
#endif |
|
|
|
#include "asw_imarinegamemovement.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_ASW_JUMP_HEIGHT 70.0f // 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 CASW_Marine; |
|
|
|
class CASW_MarineGameMovement : public IMarineGameMovement |
|
{ |
|
public: |
|
DECLARE_CLASS_NOBASE( CASW_MarineGameMovement ); |
|
|
|
CASW_MarineGameMovement( void ); |
|
virtual ~CASW_MarineGameMovement( void ); |
|
|
|
virtual void ProcessMovement( CBasePlayer *pPlayer, CBaseEntity *pMarine, CMoveData *pMove ); |
|
|
|
virtual const Vector& GetPlayerMins( bool ducked ) const; |
|
virtual const Vector& GetPlayerMaxs( bool ducked ) const; |
|
virtual const Vector& GetPlayerViewOffset( bool ducked ) const; |
|
|
|
void DoJumpJet(); |
|
|
|
CMoveData* GetMoveData() { return mv; } |
|
|
|
protected: |
|
// Input/Output for this movement |
|
CMoveData *mv; |
|
CBasePlayer *player; |
|
CASW_Marine *marine; |
|
|
|
int m_nOldWaterLevel; |
|
int m_nOnLadder; |
|
|
|
Vector m_vecForward; |
|
Vector m_vecRight; |
|
Vector m_vecUp; |
|
|
|
protected: |
|
|
|
|
|
// 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 ); |
|
|
|
void CheckWaterJump(void ); |
|
|
|
void WaterMove( void ); |
|
|
|
void WaterJump( void ); |
|
|
|
// Handles both ground friction and water friction |
|
void Friction( void ); |
|
|
|
void AirAccelerate( Vector& wishdir, float wishspeed, float accel ); |
|
|
|
virtual void AirMove( void ); |
|
|
|
virtual bool CanAccelerate(); |
|
virtual void Accelerate( Vector& wishdir, float wishspeed, float accel); |
|
|
|
void StayOnGround(); |
|
|
|
// Only used by players. Moves along the ground when player is a MOVETYPE_WALK. |
|
virtual void WalkMove( void ); |
|
virtual void FullMeleeMove( void ); |
|
virtual void MeleeMove( void ); |
|
virtual void FullJumpJetMove(); |
|
|
|
// 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 ) {} |
|
|
|
const Vector& GetPlayerMins( void ) const; // uses local player |
|
const Vector& GetPlayerMaxs( void ) const; // uses local player |
|
void SetupMovementBounds( CMoveData *move ); |
|
|
|
typedef enum |
|
{ |
|
GROUND = 0, |
|
STUCK, |
|
LADDER |
|
} 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 |
|
void StartGravity( void ); |
|
void FinishGravity( void ); |
|
|
|
// Apply normal ( undecomposed ) gravity |
|
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. |
|
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 ); |
|
|
|
// 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 |
|
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. |
|
bool CheckWater( void ); |
|
|
|
// Determine if player is in water, on ground, etc. |
|
virtual void CategorizePosition( void ); |
|
|
|
virtual void CheckParameters( void ); |
|
|
|
virtual void ReduceTimers( void ); |
|
|
|
void CheckFalling( void ); |
|
|
|
void PlayerWaterSounds( void ); |
|
|
|
void ResetGetPointContentsCache(); |
|
int GetPointContentsCached( const Vector &point ); |
|
|
|
// Ducking |
|
virtual void Duck( void ); |
|
virtual void HandleDuckingSpeedCrop(); |
|
virtual void FinishUnDuck( void ); |
|
virtual void FinishDuck( void ); |
|
virtual bool CanUnduck(); |
|
void UpdateDuckJumpEyeOffset( void ); |
|
bool CanUnDuckJump( trace_t &trace ); |
|
void StartUnDuckJump( void ); |
|
void FinishUnDuckJump( trace_t &trace ); |
|
void SetDuckedEyeOffset( float duckFraction ); |
|
void FixPlayerCrouchStuck( bool moveup ); |
|
|
|
float SplineFraction( float value, float scale ); |
|
|
|
void CategorizeGroundSurface( trace_t &pm ); |
|
|
|
bool InWater( void ); |
|
|
|
// Commander view movement |
|
void IsometricMove( void ); |
|
|
|
// Traces the marine bbox as it is swept from start to end |
|
void TraceMarineBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm ); |
|
|
|
// Tests the player position |
|
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 ); |
|
|
|
void SetGroundEntity( trace_t *pm ); |
|
|
|
private: |
|
// Performs the collision resolution for fliers. |
|
void PerformFlyCollisionResolution( trace_t &pm, Vector &move ); |
|
|
|
void StepMove( Vector &vecDestination, trace_t &trace ); |
|
|
|
protected: |
|
|
|
virtual ITraceFilter *LockTraceFilter( int collisionGroup ); |
|
virtual void UnlockTraceFilter( ITraceFilter *&pFilter ); |
|
|
|
// Cache used to remove redundant calls to GetPointContents(). |
|
int m_CachedGetPointContents; |
|
Vector m_CachedGetPointContentsPoint; |
|
|
|
Vector m_vecProximityMins; // Used to be globals in sv_user.cpp. |
|
Vector m_vecProximityMaxs; |
|
|
|
float m_fFrameTime; |
|
|
|
//private: |
|
bool m_bSpeedCropped; |
|
|
|
float m_flStuckCheckTime[MAX_PLAYERS+1][2]; // Last time we did a full test |
|
|
|
ITraceListData *m_pTraceListData; |
|
|
|
int m_nTraceCount; |
|
|
|
public: |
|
// footsteps |
|
//void PlantFootprint( surfacedata_t *psurface ); |
|
surfacedata_t* GetSurfaceData(); |
|
}; |
|
|
|
CASW_MarineGameMovement* ASWGameMovement(); |
|
|
|
#endif // MARINEGAMEMOVEMENT_H
|
|
|