145 lines
5.4 KiB
C
145 lines
5.4 KiB
C
|
/*
|
||
|
** Command & Conquer Renegade(tm)
|
||
|
** Copyright 2025 Electronic Arts Inc.
|
||
|
**
|
||
|
** This program is free software: you can redistribute it and/or modify
|
||
|
** it under the terms of the GNU General Public License as published by
|
||
|
** the Free Software Foundation, either version 3 of the License, or
|
||
|
** (at your option) any later version.
|
||
|
**
|
||
|
** This program is distributed in the hope that it will be useful,
|
||
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
** GNU General Public License for more details.
|
||
|
**
|
||
|
** You should have received a copy of the GNU General Public License
|
||
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
||
|
***********************************************************************************************
|
||
|
* *
|
||
|
* Project Name : WWPhys *
|
||
|
* *
|
||
|
* $Archive:: /Commando/Code/wwphys/humanphys.h $*
|
||
|
* *
|
||
|
* Author:: Greg Hjelstrom *
|
||
|
* *
|
||
|
* $Modtime:: 8/17/01 8:42p $*
|
||
|
* *
|
||
|
* $Revision:: 15 $*
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
|
||
|
#if defined(_MSC_VER)
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#ifndef HUMANPHYS_H
|
||
|
#define HUMANPHYS_H
|
||
|
|
||
|
#include "vector3.h"
|
||
|
#include "phys3.h"
|
||
|
|
||
|
class HumanPhysDefClass;
|
||
|
|
||
|
/**
|
||
|
** HumanPhysClass
|
||
|
** This class performs additional human physics logic. It basically adds
|
||
|
** user control to the normal Phys3Class behavior.
|
||
|
*/
|
||
|
|
||
|
class HumanPhysClass : public Phys3Class
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
HumanPhysClass(void);
|
||
|
virtual ~HumanPhysClass(void);
|
||
|
virtual HumanPhysClass * As_HumanPhysClass(void) { return this; }
|
||
|
|
||
|
void Init(const HumanPhysDefClass & def);
|
||
|
|
||
|
virtual void Timestep(float dt);
|
||
|
virtual void Render(RenderInfoClass & rinfo);
|
||
|
|
||
|
/*
|
||
|
** Simulation and rendering toggles for all static physics objects
|
||
|
*/
|
||
|
virtual bool Is_Simulation_Disabled(void) { return _DisableHumanSimulation || Phys3Class::Is_Simulation_Disabled(); }
|
||
|
virtual bool Is_Rendering_Disabled(void) { return _DisableHumanRendering || Phys3Class::Is_Simulation_Disabled(); }
|
||
|
static void Disable_All_Simulation(bool onoff) { _DisableHumanSimulation = onoff; }
|
||
|
static void Disable_All_Rendering(bool onoff) { _DisableHumanRendering = onoff; }
|
||
|
static bool Is_All_Simulation_Disabled(void) { return _DisableHumanSimulation; }
|
||
|
static bool Is_All_Rendering_Disabled(void) { return _DisableHumanRendering; }
|
||
|
|
||
|
/*
|
||
|
** Save-Load system
|
||
|
*/
|
||
|
virtual const PersistFactoryClass & Get_Factory (void) const;
|
||
|
virtual bool Save (ChunkSaveClass &csave);
|
||
|
virtual bool Load (ChunkLoadClass &cload);
|
||
|
|
||
|
bool Has_Just_Jumped (void) const { return JustJumped; }
|
||
|
void Jump_To_Point (const Vector3 &point);
|
||
|
|
||
|
protected:
|
||
|
|
||
|
virtual void Check_Ground(const AABoxClass & box,GroundStateStruct * gs,float check_dist);
|
||
|
virtual bool Ballistic_Move(float dt);
|
||
|
virtual bool Normal_Move(const GroundStateStruct & gs,float dt);
|
||
|
virtual bool Slide_Move(const GroundStateStruct & gs,float dt);
|
||
|
void Compute_Desired_Move_Vector(const GroundStateStruct & gs,float dt,Vector3 * set_move);
|
||
|
|
||
|
bool JustJumped; // character jumped and has not started coming down yet, dont snap him!
|
||
|
bool IsAIControlledJump;
|
||
|
|
||
|
private:
|
||
|
|
||
|
static bool _DisableHumanSimulation;
|
||
|
static bool _DisableHumanRendering;
|
||
|
|
||
|
// not implemented
|
||
|
HumanPhysClass(const HumanPhysClass &);
|
||
|
HumanPhysClass & operator = (const HumanPhysClass &);
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
** HumanPhysDefClass - Initialization Structure/Factory/Editor Integration for a HumanPhysClass
|
||
|
*/
|
||
|
class HumanPhysDefClass : public Phys3DefClass
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
HumanPhysDefClass(void);
|
||
|
|
||
|
// From DefinitionClass
|
||
|
virtual uint32 Get_Class_ID (void) const;
|
||
|
virtual PersistClass * Create(void) const;
|
||
|
|
||
|
// From PhysDefClass
|
||
|
virtual const char * Get_Type_Name(void) { return "HumanPhysDef"; }
|
||
|
virtual bool Is_Type(const char *);
|
||
|
|
||
|
// From PersistClass
|
||
|
virtual const PersistFactoryClass & Get_Factory (void) const;
|
||
|
virtual bool Save(ChunkSaveClass &csave);
|
||
|
virtual bool Load(ChunkLoadClass &cload);
|
||
|
|
||
|
// Editable interface requirements
|
||
|
DECLARE_EDITABLE(HumanPhysDefClass,Phys3DefClass);
|
||
|
|
||
|
protected:
|
||
|
|
||
|
// No variables for now...
|
||
|
};
|
||
|
|
||
|
#endif
|
||
|
|