1 /* 2 =========================================================================== 3 4 Doom 3 GPL Source Code 5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 9 Doom 3 Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 #ifndef __PHYSICS_MONSTER_H__ 30 #define __PHYSICS_MONSTER_H__ 31 32 #include "idlib/math/Vector.h" 33 34 #include "physics/Physics_Actor.h" 35 36 /* 37 =================================================================================== 38 39 Monster physics 40 41 Simulates the motion of a monster through the environment. The monster motion 42 is typically driven by animations. 43 44 =================================================================================== 45 */ 46 47 typedef enum { 48 MM_OK, 49 MM_SLIDING, 50 MM_BLOCKED, 51 MM_STEPPED, 52 MM_FALLING 53 } monsterMoveResult_t; 54 55 typedef struct monsterPState_s { 56 int atRest; 57 bool onGround; 58 idVec3 origin; 59 idVec3 velocity; 60 idVec3 localOrigin; 61 idVec3 pushVelocity; 62 } monsterPState_t; 63 64 class idPhysics_Monster : public idPhysics_Actor { 65 66 public: 67 CLASS_PROTOTYPE( idPhysics_Monster ); 68 69 idPhysics_Monster( void ); 70 71 void Save( idSaveGame *savefile ) const; 72 void Restore( idRestoreGame *savefile ); 73 74 // maximum step up the monster can take, default 18 units 75 void SetMaxStepHeight( const float newMaxStepHeight ); 76 float GetMaxStepHeight( void ) const; 77 // minimum cosine of floor angle to be able to stand on the floor 78 void SetMinFloorCosine( const float newMinFloorCosine ); 79 // set delta for next move 80 void SetDelta( const idVec3 &d ); 81 // returns true if monster is standing on the ground 82 bool OnGround( void ) const; 83 // returns the movement result 84 monsterMoveResult_t GetMoveResult( void ) const; 85 // overrides any velocity for pure delta movement 86 void ForceDeltaMove( bool force ); 87 // whether velocity should be affected by gravity 88 void UseFlyMove( bool force ); 89 // don't use delta movement 90 void UseVelocityMove( bool force ); 91 // get entity blocking the move 92 idEntity * GetSlideMoveEntity( void ) const; 93 // enable/disable activation by impact 94 void EnableImpact( void ); 95 void DisableImpact( void ); 96 97 public: // common physics interface 98 bool Evaluate( int timeStepMSec, int endTimeMSec ); 99 void UpdateTime( int endTimeMSec ); 100 int GetTime( void ) const; 101 102 void GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const; 103 void ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ); 104 void Activate( void ); 105 void PutToRest( void ); 106 bool IsAtRest( void ) const; 107 int GetRestStartTime( void ) const; 108 109 void SaveState( void ); 110 void RestoreState( void ); 111 112 void SetOrigin( const idVec3 &newOrigin, int id = -1 ); 113 void SetAxis( const idMat3 &newAxis, int id = -1 ); 114 115 void Translate( const idVec3 &translation, int id = -1 ); 116 void Rotate( const idRotation &rotation, int id = -1 ); 117 118 void SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 ); 119 120 const idVec3 & GetLinearVelocity( int id = 0 ) const; 121 122 void SetPushed( int deltaTime ); 123 const idVec3 & GetPushedLinearVelocity( const int id = 0 ) const; 124 125 void SetMaster( idEntity *master, const bool orientated = true ); 126 127 void WriteToSnapshot( idBitMsgDelta &msg ) const; 128 void ReadFromSnapshot( const idBitMsgDelta &msg ); 129 130 private: 131 // monster physics state 132 monsterPState_t current; 133 monsterPState_t saved; 134 135 // properties 136 float maxStepHeight; // maximum step height 137 float minFloorCosine; // minimum cosine of floor angle 138 idVec3 delta; // delta for next move 139 140 bool forceDeltaMove; 141 bool fly; 142 bool useVelocityMove; 143 bool noImpact; // if true do not activate when another object collides 144 145 // results of last evaluate 146 monsterMoveResult_t moveResult; 147 idEntity * blockingEntity; 148 149 private: 150 void CheckGround( monsterPState_t &state ); 151 monsterMoveResult_t SlideMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ); 152 monsterMoveResult_t StepMove( idVec3 &start, idVec3 &velocity, const idVec3 &delta ); 153 void Rest( void ); 154 }; 155 156 #endif /* !__PHYSICS_MONSTER_H__ */ 157