mirror of
https://git.code.sf.net/p/quake/quakeforge
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dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
115 lines
2.6 KiB
C
115 lines
2.6 KiB
C
/*
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pmove.h
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef _PMOVE_H
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#define _PMOVE_H
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#include "qw/protocol.h"
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#include "QF/mathlib.h"
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#include "QF/model.h"
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#include "world.h"
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//FIXME location
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#define STOP_EPSILON 0.1
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#define MAX_PHYSENTS (MAX_CLIENTS + MAX_PACKET_ENTITIES)
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typedef struct {
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vec3_t origin;
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vec3_t angles;
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model_t *model; // only for bsp models
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vec3_t mins, maxs; // only for non-bsp models
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hull_t *hull; // hey, magic :)
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int info; // for client or server to identify
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} physent_t;
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typedef struct {
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int sequence; // just for debugging prints
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// player state
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vec3_t origin;
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vec3_t angles;
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vec3_t velocity;
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int oldbuttons;
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int oldonground;
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float waterjumptime;
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bool dead;
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bool flying;
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bool add_grav;
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int spectator;
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// world state
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int numphysent;
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physent_t physents[MAX_PHYSENTS]; // 0 should be the world
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// input
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usercmd_t cmd;
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// results
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int numtouch;
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physent_t *touchindex[MAX_PHYSENTS];
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} playermove_t;
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typedef struct {
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float gravity;
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float stopspeed;
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float maxspeed;
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float spectatormaxspeed;
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float accelerate;
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float airaccelerate;
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float wateraccelerate;
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float friction;
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float waterfriction;
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float entgravity;
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} movevars_t;
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extern int no_pogo_stick;
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extern movevars_t movevars;
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extern playermove_t pmove;
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extern int onground;
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extern int waterlevel;
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extern int watertype;
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel);
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void PM_CategorizePosition (void);
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void PM_InitBoxHull (void);
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void PlayerMove (void);
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void Pmove_Init (void);
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void Pmove_Init_Cvars (void);
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int PM_HullPointContents (hull_t *hull, int num, const vec3_t p) __attribute__((pure));
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int PM_PointContents (const vec3_t point) __attribute__((pure));
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bool PM_TestPlayerPosition (const vec3_t point);
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trace_t PM_PlayerMove (const vec3_t start, const vec3_t stop);
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#endif // _PMOVE_H
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