quakeforge/include/qw/pmove.h

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/*
pmove.h
(description)
Copyright (C) 1996-1997 Id Software, 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 2
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, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef _PMOVE_H
#define _PMOVE_H
#include "qw/protocol.h"
#include "QF/mathlib.h"
#include "QF/model.h"
#include "world.h"
//FIXME location
#define STOP_EPSILON 0.1
#define MAX_PHYSENTS (MAX_CLIENTS + MAX_PACKET_ENTITIES)
typedef struct {
vec3_t origin;
vec3_t angles;
model_t *model; // only for bsp models
vec3_t mins, maxs; // only for non-bsp models
hull_t *hull; // hey, magic :)
int info; // for client or server to identify
} physent_t;
typedef struct {
int sequence; // just for debugging prints
// player state
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int oldbuttons;
int oldonground;
float waterjumptime;
bool dead;
bool flying;
bool add_grav;
int spectator;
// world state
int numphysent;
physent_t physents[MAX_PHYSENTS]; // 0 should be the world
// input
usercmd_t cmd;
// results
int numtouch;
physent_t *touchindex[MAX_PHYSENTS];
} playermove_t;
typedef struct {
float gravity;
float stopspeed;
float maxspeed;
float spectatormaxspeed;
float accelerate;
float airaccelerate;
float wateraccelerate;
float friction;
float waterfriction;
float entgravity;
} movevars_t;
extern int no_pogo_stick;
extern movevars_t movevars;
extern playermove_t pmove;
extern int onground;
extern int waterlevel;
extern int watertype;
2001-10-28 04:23:37 +00:00
extern vec3_t player_mins;
extern vec3_t player_maxs;
void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel);
void PM_CategorizePosition (void);
void PM_InitBoxHull (void);
void PlayerMove (void);
void Pmove_Init (void);
void Pmove_Init_Cvars (void);
int PM_HullPointContents (hull_t *hull, int num, const vec3_t p) __attribute__((pure));
int PM_PointContents (const vec3_t point) __attribute__((pure));
bool PM_TestPlayerPosition (const vec3_t point);
trace_t PM_PlayerMove (const vec3_t start, const vec3_t stop);
#endif // _PMOVE_H