humanphys.h 5.4 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWPhys *
  23. * *
  24. * $Archive:: /Commando/Code/wwphys/humanphys.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 8/17/01 8:42p $*
  29. * *
  30. * $Revision:: 15 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef HUMANPHYS_H
  39. #define HUMANPHYS_H
  40. #include "vector3.h"
  41. #include "phys3.h"
  42. class HumanPhysDefClass;
  43. /**
  44. ** HumanPhysClass
  45. ** This class performs additional human physics logic. It basically adds
  46. ** user control to the normal Phys3Class behavior.
  47. */
  48. class HumanPhysClass : public Phys3Class
  49. {
  50. public:
  51. HumanPhysClass(void);
  52. virtual ~HumanPhysClass(void);
  53. virtual HumanPhysClass * As_HumanPhysClass(void) { return this; }
  54. void Init(const HumanPhysDefClass & def);
  55. virtual void Timestep(float dt);
  56. virtual void Render(RenderInfoClass & rinfo);
  57. /*
  58. ** Simulation and rendering toggles for all static physics objects
  59. */
  60. virtual bool Is_Simulation_Disabled(void) { return _DisableHumanSimulation || Phys3Class::Is_Simulation_Disabled(); }
  61. virtual bool Is_Rendering_Disabled(void) { return _DisableHumanRendering || Phys3Class::Is_Simulation_Disabled(); }
  62. static void Disable_All_Simulation(bool onoff) { _DisableHumanSimulation = onoff; }
  63. static void Disable_All_Rendering(bool onoff) { _DisableHumanRendering = onoff; }
  64. static bool Is_All_Simulation_Disabled(void) { return _DisableHumanSimulation; }
  65. static bool Is_All_Rendering_Disabled(void) { return _DisableHumanRendering; }
  66. /*
  67. ** Save-Load system
  68. */
  69. virtual const PersistFactoryClass & Get_Factory (void) const;
  70. virtual bool Save (ChunkSaveClass &csave);
  71. virtual bool Load (ChunkLoadClass &cload);
  72. bool Has_Just_Jumped (void) const { return JustJumped; }
  73. void Jump_To_Point (const Vector3 &point);
  74. protected:
  75. virtual void Check_Ground(const AABoxClass & box,GroundStateStruct * gs,float check_dist);
  76. virtual bool Ballistic_Move(float dt);
  77. virtual bool Normal_Move(const GroundStateStruct & gs,float dt);
  78. virtual bool Slide_Move(const GroundStateStruct & gs,float dt);
  79. void Compute_Desired_Move_Vector(const GroundStateStruct & gs,float dt,Vector3 * set_move);
  80. bool JustJumped; // character jumped and has not started coming down yet, dont snap him!
  81. bool IsAIControlledJump;
  82. private:
  83. static bool _DisableHumanSimulation;
  84. static bool _DisableHumanRendering;
  85. // not implemented
  86. HumanPhysClass(const HumanPhysClass &);
  87. HumanPhysClass & operator = (const HumanPhysClass &);
  88. };
  89. /**
  90. ** HumanPhysDefClass - Initialization Structure/Factory/Editor Integration for a HumanPhysClass
  91. */
  92. class HumanPhysDefClass : public Phys3DefClass
  93. {
  94. public:
  95. HumanPhysDefClass(void);
  96. // From DefinitionClass
  97. virtual uint32 Get_Class_ID (void) const;
  98. virtual PersistClass * Create(void) const;
  99. // From PhysDefClass
  100. virtual const char * Get_Type_Name(void) { return "HumanPhysDef"; }
  101. virtual bool Is_Type(const char *);
  102. // From PersistClass
  103. virtual const PersistFactoryClass & Get_Factory (void) const;
  104. virtual bool Save(ChunkSaveClass &csave);
  105. virtual bool Load(ChunkLoadClass &cload);
  106. // Editable interface requirements
  107. DECLARE_EDITABLE(HumanPhysDefClass,Phys3DefClass);
  108. protected:
  109. // No variables for now...
  110. };
  111. #endif