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291 lines
8.8 KiB
291 lines
8.8 KiB
//========= Copyright 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 1000.0f // ms |
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#define GAMEMOVEMENT_JUMP_TIME 510.0f // 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 ( TIME_TO_UNDUCK * 1000.0f ) // ms |
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#define GAMEMOVEMENT_TIME_TO_UNDUCK_INV ( GAMEMOVEMENT_DUCK_TIME - GAMEMOVEMENT_TIME_TO_UNDUCK ) |
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enum |
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{ |
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SPEED_CROPPED_RESET = 0, |
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SPEED_CROPPED_DUCK = 1, |
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SPEED_CROPPED_WEAPON = 2, |
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}; |
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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 StartTrackPredictionErrors( CBasePlayer *pPlayer ); |
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virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer ); |
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virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... ); |
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virtual Vector GetPlayerMins( bool ducked ) const; |
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virtual Vector GetPlayerMaxs( bool ducked ) const; |
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virtual Vector GetPlayerViewOffset( bool ducked ) const; |
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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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// allows derived classes to exclude entities from trace |
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virtual void TryTouchGround( const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, unsigned int fMask, int collisionGroup, trace_t& pm ); |
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#define BRUSH_ONLY true |
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virtual unsigned int PlayerSolidMask( bool brushOnly = false ); ///< 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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void WaterJump( void ); |
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// Handles both ground friction and water friction |
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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 float GetAirSpeedCap( void ) { return 30.f; } |
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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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void StayOnGround( void ); |
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// Handle MOVETYPE_WALK. |
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virtual void FullWalkMove(); |
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// allow overridden versions to respond to jumping |
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virtual void OnJump( float fImpulse ) {} |
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virtual void OnLand( float fVelocity ) {} |
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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 Vector GetPlayerMins( void ) const; // uses local player |
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virtual 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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} 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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void StartGravity( void ); |
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void FinishGravity( void ); |
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// Apply normal ( undecomposed ) gravity |
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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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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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virtual 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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// 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 ResetGetPointContentsCache(); |
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int GetPointContentsCached( 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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void UpdateDuckJumpEyeOffset( void ); |
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bool CanUnDuckJump( trace_t &trace ); |
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void StartUnDuckJump( void ); |
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void FinishUnDuckJump( trace_t &trace ); |
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void SetDuckedEyeOffset( float duckFraction ); |
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void FixPlayerCrouchStuck( bool moveup ); |
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float SplineFraction( float value, float scale ); |
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void CategorizeGroundSurface( trace_t &pm ); |
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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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// when we step on ground that's too steep, search to see if there's any ground nearby that isn't too steep |
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void TryTouchGroundInQuadrants( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm ); |
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protected: |
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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(). |
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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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Vector m_vecProximityMins; // Used to be globals in sv_user.cpp. |
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Vector m_vecProximityMaxs; |
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float m_fFrameTime; |
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//private: |
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int m_iSpeedCropped; |
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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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}; |
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#endif // GAMEMOVEMENT_H
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