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196 lines
6.4 KiB
C++
196 lines
6.4 KiB
C++
//****************************************************************************
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//* MODULE: Sk/Components
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//* FILENAME: SkaterPhysicsControlComponent.h
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//* OWNER: Dan
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//* CREATION DATE: 3/7/3
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//****************************************************************************
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#ifndef __COMPONENTS_SKATERPHYSICSCONTROLCOMPONENT_H__
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#define __COMPONENTS_SKATERPHYSICSCONTROLCOMPONENT_H__
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#include <core/defines.h>
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#include <core/support.h>
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#include <gel/object/basecomponent.h>
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#include <sk/objects/skater.h>
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#include <sk/components/skaterstatecomponent.h>
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#define CRC_SKATERPHYSICSCONTROL CRCD(0xd9151d4d, "SkaterPhysicsControl")
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#define GetSkaterPhysicsControlComponent() ((Obj::CSkaterPhysicsControlComponent*)GetComponent(CRC_SKATERPHYSICSCONTROL))
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#define GetSkaterPhysicsControlComponentFromObject(pObj) ((Obj::CSkaterPhysicsControlComponent*)(pObj)->GetComponent(CRC_SKATERPHYSICSCONTROL))
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namespace Script
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{
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class CScript;
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class CStruct;
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}
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namespace Obj
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{
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class CSkaterCorePhysicsComponent;
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class CSkaterStateComponent;
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class CRailManager;
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class CRailNode;
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enum ESpecialTransitionType
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{
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NO_SPECIAL_TRANSITION,
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RAIL_TRANSITION,
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ACID_DROP_TRANSITION
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};
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struct SRailData
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{
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Mth::Vector rail_pos;
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CRailManager* p_rail_man;
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CRailNode* p_node;
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CCompositeObject* p_movable_contact;
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};
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struct SAcidDropData
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{
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Mth::Vector target_pos;
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Mth::Vector target_normal;
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float true_target_height;
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};
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class CSkaterPhysicsControlComponent : public CBaseComponent
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{
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public:
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CSkaterPhysicsControlComponent();
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virtual ~CSkaterPhysicsControlComponent();
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public:
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virtual void Update();
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virtual void Finalize();
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virtual void InitFromStructure( Script::CStruct* pParams );
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virtual void RefreshFromStructure( Script::CStruct* pParams );
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virtual EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript );
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virtual void GetDebugInfo( Script::CStruct* p_info );
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static CBaseComponent* s_create();
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CSkater* GetSkater() { return static_cast< CSkater* >(GetObject()); }
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void SuspendPhysics ( bool suspend );
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bool IsPhysicsSuspended ( ) { return m_physics_suspended; }
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bool IsSkating ( );
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bool IsWalking ( );
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bool IsDriving ( );
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Tmr::Time GetStateSwitchTime ( );
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Tmr::Time GetPreviousPhysicsStateDuration ( );
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bool IsBoardMissing ( ) { return m_board_missing; }
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bool HaveBeenReset ( ) { return m_restarted_this_frame; }
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void NotifyReset ( ) { m_restarted_this_frame = true; }
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private:
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CCompositeObject* get_skater_camera ( );
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void suspend_physics ( bool suspend );
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void switch_skating_to_walking ( );
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void switch_walking_to_skating ( );
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# ifdef TESTING_GUNSLINGER
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void switch_walking_to_riding ( );
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void switch_riding_to_walking ( );
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# endif
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private:
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bool m_physics_suspended;
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Tmr::Time m_physics_state_switch_time_stamp;
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Tmr::Time m_previous_physics_state_duration;
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bool m_board_missing;
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bool m_restarted_this_frame; // Set if a restart occured, so we can early out
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// peer components
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CSkaterCorePhysicsComponent* mp_core_physics_component;
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CSkaterStateComponent* mp_state_component;
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};
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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inline bool CSkaterPhysicsControlComponent::IsDriving ( )
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{
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return mp_state_component->m_driving;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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inline bool CSkaterPhysicsControlComponent::IsSkating ( )
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{
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return !IsDriving() && mp_state_component->m_physics_state == SKATING;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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inline bool CSkaterPhysicsControlComponent::IsWalking ( )
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{
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return !IsDriving() && mp_state_component->m_physics_state == WALKING;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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inline Tmr::Time CSkaterPhysicsControlComponent::GetStateSwitchTime ( )
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{
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return m_physics_state_switch_time_stamp;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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inline Tmr::Time CSkaterPhysicsControlComponent::GetPreviousPhysicsStateDuration ( )
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{
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return m_previous_physics_state_duration;
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}
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/*****************************************************************/
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/* */
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/* */
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/******************************************************************/
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inline void CSkaterPhysicsControlComponent::SuspendPhysics ( bool suspend )
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{
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if (m_physics_suspended == suspend) return;
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suspend_physics(suspend);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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inline CCompositeObject* CSkaterPhysicsControlComponent::get_skater_camera ( )
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{
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return static_cast< CSkater* >(GetObject())->GetCamera();
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}
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}
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#endif
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