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