forked from valve/halflife-sdk
222 lines
8 KiB
C
222 lines
8 KiB
C
/***
|
|
*
|
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
|
*
|
|
* This product contains software technology licensed from Id
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
* All Rights Reserved.
|
|
*
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
* without written permission from Valve LLC.
|
|
*
|
|
****/
|
|
// pm_defs.h
|
|
#if !defined( PM_DEFSH )
|
|
#define PM_DEFSH
|
|
#pragma once
|
|
|
|
#define MAX_PHYSENTS 600 // Must have room for all entities in the world.
|
|
#define MAX_MOVEENTS 64
|
|
#define MAX_CLIP_PLANES 5
|
|
|
|
#define PM_NORMAL 0x00000000
|
|
#define PM_STUDIO_IGNORE 0x00000001 // Skip studio models
|
|
#define PM_STUDIO_BOX 0x00000002 // Use boxes for non-complex studio models (even in traceline)
|
|
#define PM_GLASS_IGNORE 0x00000004 // Ignore entities with non-normal rendermode
|
|
#define PM_WORLD_ONLY 0x00000008 // Only trace against the world
|
|
|
|
// Values for flags parameter of PM_TraceLine
|
|
#define PM_TRACELINE_ANYVISIBLE 0
|
|
#define PM_TRACELINE_PHYSENTSONLY 1
|
|
|
|
#include "pm_info.h"
|
|
|
|
// PM_PlayerTrace results.
|
|
#include "pmtrace.h"
|
|
|
|
#if !defined ( USERCMD_H )
|
|
#include "usercmd.h"
|
|
#endif
|
|
|
|
// physent_t
|
|
typedef struct physent_s
|
|
{
|
|
char name[32]; // Name of model, or "player" or "world".
|
|
int player;
|
|
vec3_t origin; // Model's origin in world coordinates.
|
|
struct model_s *model; // only for bsp models
|
|
struct model_s *studiomodel; // SOLID_BBOX, but studio clip intersections.
|
|
vec3_t mins, maxs; // only for non-bsp models
|
|
int info; // For client or server to use to identify (index into edicts or cl_entities)
|
|
vec3_t angles; // rotated entities need this info for hull testing to work.
|
|
|
|
int solid; // Triggers and func_door type WATER brushes are SOLID_NOT
|
|
int skin; // BSP Contents for such things like fun_door water brushes.
|
|
int rendermode; // So we can ignore glass
|
|
|
|
// Complex collision detection.
|
|
float frame;
|
|
int sequence;
|
|
byte controller[4];
|
|
byte blending[2];
|
|
|
|
int movetype;
|
|
int takedamage;
|
|
int blooddecal;
|
|
int team;
|
|
int classnumber;
|
|
|
|
// For mods
|
|
int iuser1;
|
|
int iuser2;
|
|
int iuser3;
|
|
int iuser4;
|
|
float fuser1;
|
|
float fuser2;
|
|
float fuser3;
|
|
float fuser4;
|
|
vec3_t vuser1;
|
|
vec3_t vuser2;
|
|
vec3_t vuser3;
|
|
vec3_t vuser4;
|
|
} physent_t;
|
|
|
|
typedef struct playermove_s playermove_t;
|
|
|
|
struct playermove_s
|
|
{
|
|
int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly.
|
|
qboolean server; // For debugging, are we running physics code on server side?
|
|
|
|
qboolean multiplayer; // 1 == multiplayer server
|
|
float time; // realtime on host, for reckoning duck timing
|
|
float frametime; // Duration of this frame
|
|
|
|
vec3_t forward, right, up; // Vectors for angles
|
|
// player state
|
|
vec3_t origin; // Movement origin.
|
|
vec3_t angles; // Movement view angles.
|
|
vec3_t oldangles; // Angles before movement view angles were looked at.
|
|
vec3_t velocity; // Current movement direction.
|
|
vec3_t movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge.
|
|
vec3_t basevelocity; // Velocity of the conveyor we are standing, e.g.
|
|
|
|
// For ducking/dead
|
|
vec3_t view_ofs; // Our eye position.
|
|
float flDuckTime; // Time we started duck
|
|
qboolean bInDuck; // In process of ducking or ducked already?
|
|
|
|
// For walking/falling
|
|
int flTimeStepSound; // Next time we can play a step sound
|
|
int iStepLeft;
|
|
|
|
float flFallVelocity;
|
|
vec3_t punchangle;
|
|
|
|
float flSwimTime;
|
|
|
|
float flNextPrimaryAttack;
|
|
|
|
int effects; // MUZZLE FLASH, e.g.
|
|
|
|
int flags; // FL_ONGROUND, FL_DUCKING, etc.
|
|
int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 = point hull
|
|
float gravity; // Our current gravity and friction.
|
|
float friction;
|
|
int oldbuttons; // Buttons last usercmd
|
|
float waterjumptime; // Amount of time left in jumping out of water cycle.
|
|
qboolean dead; // Are we a dead player?
|
|
int deadflag;
|
|
int spectator; // Should we use spectator physics model?
|
|
int movetype; // Our movement type, NOCLIP, WALK, FLY
|
|
|
|
int onground;
|
|
int waterlevel;
|
|
int watertype;
|
|
int oldwaterlevel;
|
|
|
|
char sztexturename[256];
|
|
char chtexturetype;
|
|
|
|
float maxspeed;
|
|
float clientmaxspeed; // Player specific maxspeed
|
|
|
|
// For mods
|
|
int iuser1;
|
|
int iuser2;
|
|
int iuser3;
|
|
int iuser4;
|
|
float fuser1;
|
|
float fuser2;
|
|
float fuser3;
|
|
float fuser4;
|
|
vec3_t vuser1;
|
|
vec3_t vuser2;
|
|
vec3_t vuser3;
|
|
vec3_t vuser4;
|
|
// world state
|
|
// Number of entities to clip against.
|
|
int numphysent;
|
|
physent_t physents[MAX_PHYSENTS];
|
|
// Number of momvement entities (ladders)
|
|
int nummoveent;
|
|
// just a list of ladders
|
|
physent_t moveents[MAX_MOVEENTS];
|
|
|
|
// All things being rendered, for tracing against things you don't actually collide with
|
|
int numvisent;
|
|
physent_t visents[ MAX_PHYSENTS ];
|
|
|
|
// input to run through physics.
|
|
usercmd_t cmd;
|
|
|
|
// Trace results for objects we collided with.
|
|
int numtouch;
|
|
pmtrace_t touchindex[MAX_PHYSENTS];
|
|
|
|
char physinfo[ MAX_PHYSINFO_STRING ]; // Physics info string
|
|
|
|
struct movevars_s *movevars;
|
|
vec3_t player_mins[ 4 ];
|
|
vec3_t player_maxs[ 4 ];
|
|
|
|
// Common functions
|
|
const char *(*PM_Info_ValueForKey) ( const char *s, const char *key );
|
|
void (*PM_Particle)( float *origin, int color, float life, int zpos, int zvel);
|
|
int (*PM_TestPlayerPosition) (float *pos, pmtrace_t *ptrace );
|
|
void (*Con_NPrintf)( int idx, char *fmt, ... );
|
|
void (*Con_DPrintf)( char *fmt, ... );
|
|
void (*Con_Printf)( char *fmt, ... );
|
|
double (*Sys_FloatTime)( void );
|
|
void (*PM_StuckTouch)( int hitent, pmtrace_t *ptraceresult );
|
|
int (*PM_PointContents) (float *p, int *truecontents /*filled in if this is non-null*/ );
|
|
int (*PM_TruePointContents) (float *p);
|
|
int (*PM_HullPointContents) ( struct hull_s *hull, int num, float *p);
|
|
pmtrace_t (*PM_PlayerTrace) (float *start, float *end, int traceFlags, int ignore_pe );
|
|
struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehulll, int ignore_pe );
|
|
long (*RandomLong)( long lLow, long lHigh );
|
|
float (*RandomFloat)( float flLow, float flHigh );
|
|
int (*PM_GetModelType)( struct model_s *mod );
|
|
void (*PM_GetModelBounds)( struct model_s *mod, float *mins, float *maxs );
|
|
void *(*PM_HullForBsp)( physent_t *pe, float *offset );
|
|
float (*PM_TraceModel)( physent_t *pEnt, float *start, float *end, trace_t *trace );
|
|
int (*COM_FileSize)(char *filename);
|
|
byte *(*COM_LoadFile) (char *path, int usehunk, int *pLength);
|
|
void (*COM_FreeFile) ( void *buffer );
|
|
char *(*memfgets)( byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize );
|
|
|
|
// Functions
|
|
// Run functions for this frame?
|
|
qboolean runfuncs;
|
|
void (*PM_PlaySound) ( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
|
|
const char *(*PM_TraceTexture) ( int ground, float *vstart, float *vend );
|
|
void (*PM_PlaybackEventFull) ( int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
|
|
|
|
pmtrace_t (*PM_PlayerTraceEx) (float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ) );
|
|
int (*PM_TestPlayerPositionEx) (float *pos, pmtrace_t *ptrace, int (*pfnIgnore)( physent_t *pe ) );
|
|
struct pmtrace_s *(*PM_TraceLineEx)( float *start, float *end, int flags, int usehulll, int (*pfnIgnore)( physent_t *pe ) );
|
|
};
|
|
|
|
#endif
|