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- /*
- ** 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
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