Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//======== (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