Torque3D/Engine/source/T3D/player.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

884 lines
32 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _PLAYER_H_
#define _PLAYER_H_
#ifndef _SHAPEBASE_H_
#include "T3D/shapeBase.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
#include "T3D/assets/SoundAsset.h"
#include "T3D/gameBase/gameProcess.h"
class Material;
class ParticleEmitter;
class ParticleEmitterData;
class DecalData;
class SplashData;
class PhysicsPlayer;
class Player;
#ifdef TORQUE_OPENVR
class OpenVRTrackedObject;
#endif
//----------------------------------------------------------------------------
struct PlayerData: public ShapeBaseData {
typedef ShapeBaseData Parent;
enum Constants {
RecoverDelayBits = 7,
JumpDelayBits = 7,
NumSpineNodes = 6,
ImpactBits = 3,
NUM_SPLASH_EMITTERS = 3,
BUBBLE_EMITTER = 2,
};
bool renderFirstPerson; ///< Render the player shape in first person
/// Render shadows while in first person when
/// renderFirstPerson is disabled.
bool firstPersonShadows;
StringTableEntry imageAnimPrefix; ///< Passed along to mounted images to modify
/// animation sequences played in third person. [optional]
bool allowImageStateAnimation; ///< When true a new thread is added to the player to allow for
/// mounted images to request a sequence be played on the player
/// through the image's state machine. It is only optional so
/// that we don't create a TSThread on the player if we don't
/// need to.
DECLARE_SHAPEASSET_ARRAY(PlayerData, ShapeFP, ShapeBase::MaxMountedImages); ///< Used to render with mounted images in first person [optional]
DECLARE_ASSET_ARRAY_SETGET(PlayerData, ShapeFP);
StringTableEntry imageAnimPrefixFP; ///< Passed along to mounted images to modify
/// animation sequences played in first person. [optional]
U32 mCRCFP[ShapeBase::MaxMountedImages]; ///< Computed CRC values for the first person mounted image shapes
/// Depends on the ShapeBaseData computeCRC field.
bool mValidShapeFP[ShapeBase::MaxMountedImages]; ///< Indicates that there is a valid first person mounted image shape
F32 pickupRadius; ///< Radius around player for items (on server)
F32 maxTimeScale; ///< Max timeScale for action animations
F32 minLookAngle; ///< Lowest angle (radians) the player can look
F32 maxLookAngle; ///< Highest angle (radians) the player can look
F32 maxFreelookAngle; ///< Max left/right angle the player can look
/// @name Physics constants
/// @{
F32 maxStepHeight; ///< Maximum height the player can step up
F32 runSurfaceAngle; ///< Maximum angle from vertical in degrees the player can run up
F32 horizMaxSpeed; ///< Max speed attainable in the horizontal
F32 horizResistSpeed; ///< Speed at which resistance will take place
F32 horizResistFactor; ///< Factor of resistance once horizResistSpeed has been reached
F32 upMaxSpeed; ///< Max vertical speed attainable
F32 upResistSpeed; ///< Speed at which resistance will take place
F32 upResistFactor; ///< Factor of resistance once upResistSpeed has been reached
F32 fallingSpeedThreshold; ///< Downward speed at which we consider the player falling
S32 recoverDelay; ///< # tick
F32 recoverRunForceScale; ///< RunForce multiplier in recover state
F32 landSequenceTime; ///< If greater than 0 then the legacy fall recovery system will be bypassed
/// in favour of just playing the player's land sequence. The time to
/// recover from a fall then becomes this parameter's time and the land
/// sequence's playback will be scaled to match.
bool transitionToLand; ///< When going from a fall to a land, should we transition between the two?
// Running/Walking
F32 runForce; ///< Force used to accelerate player
F32 runEnergyDrain; ///< Energy drain/tick
F32 minRunEnergy; ///< Minimum energy required to run
F32 maxForwardSpeed; ///< Maximum forward speed when running
F32 maxBackwardSpeed; ///< Maximum backward speed when running
F32 maxSideSpeed; ///< Maximum side speed when running
// Jumping
F32 jumpForce; ///< Force exerted per jump
F32 jumpEnergyDrain; ///< Energy drained per jump
F32 minJumpEnergy; ///< Minimum energy required to jump
F32 minJumpSpeed; ///< Minimum speed needed to jump
F32 maxJumpSpeed; ///< Maximum speed before the player can no longer jump
F32 jumpSurfaceAngle; ///< Angle from vertical in degrees where the player can jump
S32 jumpDelay; ///< Delay time in ticks between jumps
// Sprinting
F32 sprintForce; ///< Force used to accelerate player
F32 sprintEnergyDrain; ///< Energy drain/tick
F32 minSprintEnergy; ///< Minimum energy required to sprint
F32 maxSprintForwardSpeed; ///< Maximum forward speed when sprinting
F32 maxSprintBackwardSpeed; ///< Maximum backward speed when sprinting
F32 maxSprintSideSpeed; ///< Maximum side speed when sprinting
F32 sprintStrafeScale; ///< Amount to scale strafing motion vector while sprinting
F32 sprintYawScale; ///< Amount to scale yaw motion while sprinting
F32 sprintPitchScale; ///< Amount to scale pitch motion while sprinting
bool sprintCanJump; ///< Can the player jump while sprinting
// Swimming
F32 swimForce; ///< Force used to accelerate player while swimming
F32 maxUnderwaterForwardSpeed; ///< Maximum underwater forward speed when running
F32 maxUnderwaterBackwardSpeed; ///< Maximum underwater backward speed when running
F32 maxUnderwaterSideSpeed; ///< Maximum underwater side speed when running
// Crouching
F32 crouchForce; ///< Force used to accelerate player while crouching
F32 maxCrouchForwardSpeed; ///< Maximum forward speed when crouching
F32 maxCrouchBackwardSpeed; ///< Maximum backward speed when crouching
F32 maxCrouchSideSpeed; ///< Maximum side speed when crouching
// Prone
F32 proneForce; ///< Force used to accelerate player while prone
F32 maxProneForwardSpeed; ///< Maximum forward speed when prone
F32 maxProneBackwardSpeed; ///< Maximum backward speed when prone
F32 maxProneSideSpeed; ///< Maximum side speed when prone
// Jetting
F32 jetJumpForce;
F32 jetJumpEnergyDrain; ///< Energy per jump
F32 jetMinJumpEnergy;
F32 jetMinJumpSpeed;
F32 jetMaxJumpSpeed;
F32 jetJumpSurfaceAngle; ///< Angle vertical degrees
/// @}
/// @name Hitboxes
/// @{
F32 boxHeadPercentage;
F32 boxTorsoPercentage;
F32 boxHeadLeftPercentage;
F32 boxHeadRightPercentage;
F32 boxHeadBackPercentage;
F32 boxHeadFrontPercentage;
/// @}
F32 minImpactSpeed; ///< Minimum impact speed required to apply fall damage
F32 minLateralImpactSpeed; ///< Minimum impact speed required to apply non-falling damage.
F32 decalOffset;
F32 groundImpactMinSpeed; ///< Minimum impact speed required to apply fall damage with the ground
VectorF groundImpactShakeFreq; ///< Frequency in each direction for the camera to shake
VectorF groundImpactShakeAmp; ///< How much to shake
F32 groundImpactShakeDuration; ///< How long to shake
F32 groundImpactShakeFalloff; ///< How fast the shake disapates
/// Zounds!
enum Sounds {
FootSoft,
FootHard,
FootMetal,
FootSnow,
WaterStart,
FootShallowSplash,
FootWading,
FootUnderWater,
FootBubbles,
MoveBubbles,
WaterBreath,
ImpactStart,
ImpactSoft,
ImpactHard,
ImpactMetal,
ImpactSnow,
ImpactWaterEasy,
ImpactWaterMedium,
ImpactWaterHard,
ExitWater,
MaxSounds
};
DECLARE_SOUNDASSET_ARRAY(PlayerData, PlayerSound, Sounds::MaxSounds);
Point3F boxSize; ///< Width, depth, height
Point3F crouchBoxSize;
Point3F proneBoxSize;
Point3F swimBoxSize;
/// Animation and other data initialized in onAdd
struct ActionAnimationDef {
const char* name; ///< Sequence name
struct Vector {
F32 x,y,z;
} dir; ///< Default direction
};
struct ActionAnimation {
const char* name; ///< Sequence name
S32 sequence; ///< Sequence index
VectorF dir; ///< Dir of animation ground transform
F32 speed; ///< Speed in m/s
bool velocityScale; ///< Scale animation by velocity
bool death; ///< Are we dying?
};
enum {
// *** WARNING ***
// These enum values are used to index the ActionAnimationList
// array instantiated in player.cc
// The first several are selected in the move state based on velocity
RootAnim,
RunForwardAnim,
BackBackwardAnim,
SideLeftAnim,
SideRightAnim,
SprintRootAnim,
SprintForwardAnim,
SprintBackwardAnim,
SprintLeftAnim,
SprintRightAnim,
CrouchRootAnim,
CrouchForwardAnim,
CrouchBackwardAnim,
CrouchLeftAnim,
CrouchRightAnim,
ProneRootAnim,
ProneForwardAnim,
ProneBackwardAnim,
SwimRootAnim,
SwimForwardAnim,
SwimBackwardAnim,
SwimLeftAnim,
SwimRightAnim,
// These are set explicitly based on player actions
FallAnim,
JumpAnim,
StandJumpAnim,
LandAnim,
JetAnim,
//
NumTableActionAnims = JetAnim + 1,
NumExtraActionAnims = 512 - NumTableActionAnims,
NumActionAnims = NumTableActionAnims + NumExtraActionAnims,
ActionAnimBits = 9,
NullAnimation = (1 << ActionAnimBits) - 1
};
static ActionAnimationDef ActionAnimationList[NumTableActionAnims];
ActionAnimation actionList[NumActionAnims];
U32 actionCount;
U32 lookAction;
S32 spineNode[NumSpineNodes];
S32 pickupDelta; ///< Base off of pcikupRadius
F32 runSurfaceCos; ///< Angle from vertical in cos(runSurfaceAngle)
F32 jumpSurfaceCos; ///< Angle from vertical in cos(jumpSurfaceAngle)
enum Impacts {
ImpactNone,
ImpactNormal,
};
enum Recoil {
LightRecoil,
MediumRecoil,
HeavyRecoil,
NumRecoilSequences
};
S32 recoilSequence[NumRecoilSequences];
/// @name Particles
/// All of the data relating to environmental effects
/// @{
ParticleEmitterData * footPuffEmitter;
S32 footPuffID;
S32 footPuffNumParts;
F32 footPuffRadius;
DecalData* decalData;
S32 decalID;
ParticleEmitterData * dustEmitter;
S32 dustID;
SplashData* splash;
S32 splashId;
F32 splashVelocity;
F32 splashAngle;
F32 splashFreqMod;
F32 splashVelEpsilon;
F32 bubbleEmitTime;
F32 medSplashSoundVel;
F32 hardSplashSoundVel;
F32 exitSplashSoundVel;
F32 footSplashHeight;
// Air control
F32 airControl;
// Jump off surfaces at their normal rather than straight up
bool jumpTowardsNormal;
// For use if/when mPhysicsPlayer is created
StringTableEntry physicsPlayerType;
ParticleEmitterData* splashEmitterList[NUM_SPLASH_EMITTERS];
S32 splashEmitterIDList[NUM_SPLASH_EMITTERS];
/// @}
//
DECLARE_CONOBJECT(PlayerData);
PlayerData();
bool preload(bool server, String &errorStr);
void getGroundInfo(TSShapeInstance*,TSThread*,ActionAnimation*);
bool isTableSequence(S32 seq);
bool isJumpAction(U32 action);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onPoseChange, ( Player* obj, const char* oldPose, const char* newPose ) );
DECLARE_CALLBACK( void, onStartSwim, ( Player* obj ) );
DECLARE_CALLBACK( void, onStopSwim, ( Player* obj ) );
DECLARE_CALLBACK( void, onStartSprintMotion, ( Player* obj ) );
DECLARE_CALLBACK( void, onStopSprintMotion, ( Player* obj ) );
DECLARE_CALLBACK( void, doDismount, ( Player* obj ) );
DECLARE_CALLBACK( void, onEnterLiquid, ( Player* obj, F32 coverage, const char* type ) );
DECLARE_CALLBACK( void, onLeaveLiquid, ( Player* obj, const char* type ) );
DECLARE_CALLBACK( void, animationDone, ( Player* obj ) );
DECLARE_CALLBACK( void, onEnterMissionArea, ( Player* obj ) );
DECLARE_CALLBACK( void, onLeaveMissionArea, ( Player* obj ) );
/// @}
};
//----------------------------------------------------------------------------
class Player: public ShapeBase
{
typedef ShapeBase Parent;
public:
enum Pose {
StandPose = 0,
SprintPose,
CrouchPose,
PronePose,
SwimPose,
NumPoseBits = 3
};
/// The ExtendedMove position/rotation index used for head movements
static S32 smExtendedMoveHeadPosRotIndex;
protected:
/// Bit masks for different types of events
enum MaskBits {
ActionMask = Parent::NextFreeMask << 0,
MoveMask = Parent::NextFreeMask << 1,
ImpactMask = Parent::NextFreeMask << 2,
TriggerMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
SimObjectPtr<ParticleEmitter> mSplashEmitter[PlayerData::NUM_SPLASH_EMITTERS];
F32 mBubbleEmitterTime;
/// Client interpolation/warp data
struct StateDelta {
Move move; ///< Last move from server
F32 dt; ///< Last interpolation time
/// @name Interpolation data
/// @{
Point3F pos;
Point3F rot;
Point3F head;
VectorF posVec;
VectorF rotVec;
VectorF headVec;
/// @}
/// @name Warp data
/// @{
S32 warpTicks;
Point3F warpOffset;
Point3F rotOffset;
/// @}
};
StateDelta mDelta; ///< Used for interpolation on the client. @see StateDelta
S32 mPredictionCount; ///< Number of ticks to predict
// Current pos, vel etc.
Point3F mHead; ///< Head rotation, uses only x & z
Point3F mRot; ///< Body rotation, uses only z
VectorF mVelocity; ///< Velocity
Point3F mAnchorPoint; ///< Pos compression anchor
S32 mImpactSound;
bool mUseHeadZCalc; ///< Including mHead.z in transform calculations
F32 mLastAbsoluteYaw; ///< Stores that last absolute yaw value as passed in by ExtendedMove
F32 mLastAbsolutePitch; ///< Stores that last absolute pitch value as passed in by ExtendedMove
F32 mLastAbsoluteRoll; ///< Stores that last absolute roll value as passed in by ExtendedMove
S32 mMountPending; ///< mMountPending suppresses tickDelay countdown so players will sit until
///< their mount, or another animation, comes through (or 13 seconds elapses).
/// Main player state
enum ActionState {
NullState,
MoveState,
RecoverState,
NumStateBits = 3
};
ActionState mState; ///< What is the player doing? @see ActionState
bool mFalling; ///< Falling in mid-air?
S32 mJumpDelay; ///< Delay till next jump
Pose mPose;
bool mAllowJumping;
bool mAllowJetJumping;
bool mAllowSprinting;
bool mAllowCrouching;
bool mAllowProne;
bool mAllowSwimming;
S32 mContactTimer; ///< Ticks since last contact
Point3F mJumpSurfaceNormal; ///< Normal of the surface the player last jumped on
U32 mJumpSurfaceLastContact; ///< How long it's been since the player landed (ticks)
F32 mWeaponBackFraction; ///< Amount to slide the weapon back (if it's up against something)
SFXSource* mMoveBubbleSound; ///< Sound for moving bubbles
SFXSource* mWaterBreathSound; ///< Sound for underwater breath
SimObjectPtr<ShapeBase> mControlObject; ///< Controlling object
/// @name Animation threads & data
/// @{
struct ActionAnimation {
S32 action;
TSThread* thread;
S32 delayTicks; // before picking another.
bool forward;
bool firstPerson;
bool waitForEnd;
bool holdAtEnd;
bool animateOnServer;
bool atEnd;
} mActionAnimation;
struct ArmAnimation {
U32 action;
TSThread* thread;
} mArmAnimation;
TSThread* mArmThread;
TSThread* mHeadVThread;
TSThread* mHeadHThread;
TSThread* mRecoilThread;
TSThread* mImageStateThread;
/// @}
bool mInMissionArea; ///< Are we in the mission area?
//
S32 mRecoverTicks; ///< same as recoverTicks in the player datablock
U32 mReversePending;
F32 mRecoverDelay; ///< When bypassing the legacy recover system and only using the land sequence,
/// this is how long the player will be in the land sequence.
bool mInWater; ///< Is true if WaterCoverage is greater than zero
bool mSwimming; ///< Is true if WaterCoverage is above the swimming threshold
//
PlayerData* mDataBlock; ///< MMmmmmm...datablock...
Point3F mLastPos; ///< Holds the last position for physics updates
Point3F mLastWaterPos; ///< Same as mLastPos, but for water
#ifdef TORQUE_OPENVR
SimObjectPtr<OpenVRTrackedObject> mControllers[2];
#endif
struct ContactInfo
{
bool contacted, jump, run;
SceneObject *contactObject;
VectorF contactNormal;
void clear()
{
contacted=jump=run=false;
contactObject = NULL;
contactNormal.set(1,1,1);
}
ContactInfo() { clear(); }
} mContactInfo;
struct Death {
F32 lastPos;
Point3F posAdd;
VectorF rotate;
VectorF curNormal;
F32 curSink;
void clear() {dMemset(this, 0, sizeof(*this)); initFall();}
VectorF getPosAdd() {VectorF ret(posAdd); posAdd.set(0,0,0); return ret;}
bool haveVelocity() {return posAdd.x != 0 || posAdd.y != 0;}
void initFall() {curNormal.set(0,0,1); curSink = 0;}
Death() {clear();}
MatrixF* fallToGround(F32 adjust, const Point3F& pos, F32 zrot, F32 boxRad);
} mDeath;
PhysicsPlayer *mPhysicsRep;
// First person mounted image shapes
TSShapeInstance* mShapeFPInstance[ShapeBase::MaxMountedImages];
TSThread *mShapeFPAmbientThread[ShapeBase::MaxMountedImages];
TSThread *mShapeFPVisThread[ShapeBase::MaxMountedImages];
TSThread *mShapeFPAnimThread[ShapeBase::MaxMountedImages];
TSThread *mShapeFPFlashThread[ShapeBase::MaxMountedImages];
TSThread *mShapeFPSpinThread[ShapeBase::MaxMountedImages];
public:
// New collision
OrthoBoxConvex mConvex;
Box3F mWorkingQueryBox;
/// Standing / Crouched / Prone or Swimming
Pose getPose() const { return mPose; }
virtual const char* getPoseName() const;
/// Setting this from script directly might not actually work,
/// This is really just a helper for the player class so that its bounding box
/// will get resized appropriately when the pose changes
void setPose( Pose pose );
PhysicsPlayer* getPhysicsRep() const { return mPhysicsRep; }
#ifdef TORQUE_OPENVR
void setControllers(Vector<OpenVRTrackedObject*> controllerList);
#endif
protected:
virtual void reSkin();
void setState(ActionState state, U32 ticks=0);
void updateState();
// Jetting
bool mJetting;
///Update the movement
virtual void updateMove(const Move *move);
///Interpolate movement
Point3F _move( const F32 travelTime, Collision *outCol );
F32 _doCollisionImpact( const Collision *collision, bool fallingCollision);
void _handleCollision( const Collision &collision );
virtual bool updatePos(const F32 travelTime = TickSec);
// PATHSHAPE
void updateAttachment();
// PATHSHAPE END
///Update head animation
void updateLookAnimation(F32 dT = 0.f);
///Update other animations
void updateAnimation(F32 dt);
void updateAnimationTree(bool firstPerson);
bool step(Point3F *pos,F32 *maxStep,F32 time);
///See if the player is still in the mission area
void checkMissionArea();
virtual U32 getArmAction() const { return mArmAnimation.action; }
virtual bool setArmThread(U32 action);
virtual void setActionThread(U32 action,bool forward,bool hold = false,bool wait = false,bool fsp = false, bool forceSet = false);
virtual void updateActionThread();
virtual void pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool * forward) const;
virtual void pickActionAnimation();
/// @name Mounted objects
/// @{
virtual void onUnmount( SceneObject *obj, S32 node );
virtual void unmount();
/// @}
void setPosition(const Point3F& pos,const Point3F& viewRot);
void setRenderPosition(const Point3F& pos,const Point3F& viewRot,F32 dt=-1);
void _findContact( SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects );
void findContact( bool *run, bool *jump, VectorF *contactNormal );
void buildImagePrefixPaths(String* prefixPaths);
S32 findPrefixSequence(String* prefixPaths, const String& baseSeq);
S32 convertActionToImagePrefix(U32 action);
virtual void onImage(U32 imageSlot, bool unmount);
virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
virtual void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue);
virtual const char* getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex);
virtual void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false);
virtual void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt);
virtual void updateDamageLevel();
virtual void updateDamageState();
/// Set which client is controlling this player
void setControllingClient(GameConnection* client);
void calcClassRenderData();
/// Play sound for foot contact.
///
/// @param triggeredLeft If true, left foot hit; right otherwise.
/// @param contactMaterial Material onto which the player stepped; may be NULL.
/// @param contactObject Object onto which the player stepped; may be NULL.
void playFootstepSound( bool triggeredLeft, Material* contactMaterial, SceneObject* contactObject );
/// Play an impact sound.
void playImpactSound();
/// Are we in the process of dying?
bool inDeathAnim();
F32 deathDelta(Point3F &delta);
void updateDeathOffsets();
bool inSittingAnim();
/// @name Water
/// @{
void updateSplash(); ///< Update the splash effect
void updateFroth( F32 dt ); ///< Update any froth
void updateWaterSounds( F32 dt ); ///< Update water sounds
void createSplash( Point3F &pos, F32 speed ); ///< Creates a splash
bool collidingWithWater( Point3F &waterHeight ); ///< Are we colliding with water?
/// @}
void disableHeadZCalc() { mUseHeadZCalc = false; }
void enableHeadZCalc() { mUseHeadZCalc = true; }
public:
DECLARE_CONOBJECT(Player);
DECLARE_CATEGORY("Actor \t Controllable");
Player();
~Player();
static void consoleInit();
/// @name Transforms
/// @{
void setTransform(const MatrixF &mat);
void getEyeTransform(MatrixF* mat);
void getEyeBaseTransform(MatrixF* mat, bool includeBank);
void getRenderEyeTransform(MatrixF* mat);
void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
virtual void getMuzzleVector(U32 imageSlot,VectorF* vec);
/// @}
F32 getSpeed() const;
Point3F getVelocity() const;
void setVelocity(const VectorF& vel);
/// Apply an impulse at the given point, with magnitude/direction of vec
void applyImpulse(const Point3F& pos,const VectorF& vec);
/// Get the rotation of the player
const Point3F& getRotation() { return mRot; }
/// Get the rotation of the head of the player
const Point3F& getHeadRotation() { return mHead; }
void getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad);
void allowAllPoses();
void allowJumping(bool state) { mAllowJumping = state; }
void allowJetJumping(bool state) { mAllowJetJumping = state; }
void allowSprinting(bool state) { mAllowSprinting = state; }
void allowCrouching(bool state) { mAllowCrouching = state; }
void allowProne(bool state) { mAllowProne = state; }
void allowSwimming(bool state) { mAllowSwimming = state; }
bool canJump(); ///< Can the player jump?
bool canJetJump(); ///< Can the player jet?
bool canSwim(); ///< Can the player swim?
bool canCrouch();
bool canStand();
bool canProne();
bool canSprint();
bool haveContact() const { return !mContactTimer; } ///< Is it in contact with something
void getMuzzlePointAI( U32 imageSlot, Point3F *point );
F32 getMaxForwardVelocity() const { return (mDataBlock != NULL ? mDataBlock->maxForwardSpeed : 0); }
virtual bool isDisplacable() const;
virtual Point3F getMomentum() const;
virtual void setMomentum(const Point3F &momentum);
virtual bool displaceObject(const Point3F& displaceVector);
virtual bool getAIMove(Move*);
bool checkDismountPosition(const MatrixF& oldPos, const MatrixF& newPos); ///< Is it safe to dismount here?
//
bool onAdd();
void onRemove();
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void onScaleChanged();
Box3F mScaledBox;
// Animation
const char* getStateName();
bool setActionThread(const char* sequence,bool hold,bool wait,bool fsp = false);
const String& getArmThread() const;
bool setArmThread(const char* sequence);
// Object control
void setControlObject(ShapeBase *obj);
ShapeBase* getControlObject();
//
void updateWorkingCollisionSet();
virtual void processTick(const Move *move);
void interpolateTick(F32 delta);
void advanceTime(F32 dt);
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
void buildConvex(const Box3F& box, Convex* convex);
bool isControlObject();
void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *);
void writePacketData(GameConnection *conn, BitStream *stream);
void readPacketData (GameConnection *conn, BitStream *stream);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
virtual void prepRenderImage( SceneRenderState* state );
virtual void renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
virtual void renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state );
private:
static void afx_consoleInit();
void afx_init();
U32 afx_packUpdate(NetConnection*, U32 mask, BitStream*, U32 retMask);
void afx_unpackUpdate(NetConnection*, BitStream*);
private:
static bool sCorpsesHiddenFromRayCast;
public:
virtual void restoreAnimation(U32 tag);
virtual U32 getAnimationID(const char* name);
virtual U32 playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim);
virtual F32 getAnimationDurationByID(U32 anim_id);
virtual bool isBlendAnimation(const char* name);
virtual const char* getLastClipName(U32 clip_tag);
virtual void unlockAnimation(U32 tag, bool force=false);
virtual U32 lockAnimation();
virtual bool isAnimationLocked() const { return ((anim_clip_flags & BLOCK_USER_CONTROL) != 0); }
protected:
bool overrideLookAnimation;
F32 armLookOverridePos;
F32 headVLookOverridePos;
F32 headHLookOverridePos;
public:
void setLookAnimationOverride(bool flag);
void copyHeadRotation(const Player* p) { mHead = p->mHead; }
public:
bool ignore_updates;
void resetContactTimer() { mContactTimer = 0; }
private:
U8 move_trigger_states;
U32 fx_s_triggers;
U32 mark_fx_c_triggers;
U32 fx_c_triggers;
F32 z_velocity;
bool mark_idle;
F32 idle_timer;
bool mark_s_landing;
void process_client_triggers(bool triggeredLeft, bool triggeredRight);
public:
enum {
// server events
PLAYER_MOVE_TRIGGER_0 = BIT(0),
PLAYER_MOVE_TRIGGER_1 = BIT(1),
PLAYER_MOVE_TRIGGER_2 = BIT(2),
PLAYER_MOVE_TRIGGER_3 = BIT(3),
PLAYER_MOVE_TRIGGER_4 = BIT(4),
PLAYER_MOVE_TRIGGER_5 = BIT(5),
PLAYER_LANDING_S_TRIGGER = BIT(6),
PLAYER_FIRE_S_TRIGGER = PLAYER_MOVE_TRIGGER_0,
PLAYER_FIRE_ALT_S_TRIGGER = PLAYER_MOVE_TRIGGER_1,
PLAYER_JUMP_S_TRIGGER = BIT(7),
// client events
PLAYER_LF_FOOT_C_TRIGGER = BIT(16),
PLAYER_RT_FOOT_C_TRIGGER = BIT(17),
PLAYER_LANDING_C_TRIGGER = BIT(18),
PLAYER_IDLE_C_TRIGGER = BIT(19),
};
U32 getClientEventTriggers() const { return fx_c_triggers; }
U32 getServerEventTriggers() const { return fx_s_triggers; }
private:
F32 speed_bias;
F32 speed_bias_goal;
bool override_movement;
Point3F movement_data;
U8 movement_op;
U32 last_movement_tag;
static U32 unique_movement_tag_counter;
public:
void setMovementSpeedBias(F32 bias);
U32 setMovementOverride(F32 bias, const Point3F* mov=0, U32 op=1);
void restoreMovement(U32 tag);
private:
S32 footfallDecalOverride;
S32 footfallSoundOverride;
S32 footfallDustOverride;
bool noFootfallFX;
public:
void overrideFootfallFX(bool decals=true, bool sounds=true, bool dust=true);
void restoreFootfallFX(bool decals=true, bool sounds=true, bool dust=true);
};
typedef Player::Pose PlayerPose;
DefineEnumType( PlayerPose );
#endif