mirror of
https://github.com/DrBeef/QuakeQuest.git
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152 lines
4.4 KiB
C
152 lines
4.4 KiB
C
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/*
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef PROGS_H
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#define PROGS_H
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#include "pr_comp.h" // defs shared with qcc
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#define ENTITYGRIDAREAS 16
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#define MAX_ENTITYCLUSTERS 16
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#define GEOMTYPE_NONE -1
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#define GEOMTYPE_SOLID 0
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#define GEOMTYPE_BOX 1
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#define GEOMTYPE_SPHERE 2
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#define GEOMTYPE_CAPSULE 3
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#define GEOMTYPE_TRIMESH 4
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#define GEOMTYPE_CYLINDER 5
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#define GEOMTYPE_CAPSULE_X 6
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#define GEOMTYPE_CAPSULE_Y 7
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#define GEOMTYPE_CAPSULE_Z 8
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#define GEOMTYPE_CYLINDER_X 9
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#define GEOMTYPE_CYLINDER_Y 10
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#define GEOMTYPE_CYLINDER_Z 11
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#define JOINTTYPE_NONE 0
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#define JOINTTYPE_POINT 1
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#define JOINTTYPE_HINGE 2
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#define JOINTTYPE_SLIDER 3
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#define JOINTTYPE_UNIVERSAL 4
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#define JOINTTYPE_HINGE2 5
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#define JOINTTYPE_FIXED -1
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#define FORCETYPE_NONE 0
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#define FORCETYPE_FORCE 1
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#define FORCETYPE_FORCEATPOS 2
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#define FORCETYPE_TORQUE 3
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#define ODEFUNC_ENABLE 1
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#define ODEFUNC_DISABLE 2
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#define ODEFUNC_FORCE 3
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#define ODEFUNC_TORQUE 4
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typedef struct edict_odefunc_s
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{
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int type;
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vec3_t v1;
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vec3_t v2;
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struct edict_odefunc_s *next;
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}edict_odefunc_t;
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typedef struct edict_engineprivate_s
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{
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// true if this edict is unused
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qboolean free;
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// sv.time when the object was freed (to prevent early reuse which could
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// mess up client interpolation or obscure severe QuakeC bugs)
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float freetime;
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// mark for the leak detector
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int mark;
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// place in the code where it was allocated (for the leak detector)
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const char *allocation_origin;
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// initially false to prevent projectiles from moving on their first frame
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// (even if they were spawned by an synchronous client think)
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qboolean move;
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// cached cluster links for quick stationary object visibility checking
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vec3_t cullmins, cullmaxs;
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int pvs_numclusters;
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int pvs_clusterlist[MAX_ENTITYCLUSTERS];
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// physics grid areas this edict is linked into
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link_t areagrid[ENTITYGRIDAREAS];
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// since the areagrid can have multiple references to one entity,
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// we should avoid extensive checking on entities already encountered
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int areagridmarknumber;
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// mins/maxs passed to World_LinkEdict
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vec3_t areamins, areamaxs;
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// PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE, PROTOCOL_QUAKEWORLD
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// baseline values
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entity_state_t baseline;
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// LordHavoc: gross hack to make floating items still work
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int suspendedinairflag;
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// cached position to avoid redundant SV_CheckWaterTransition calls on monsters
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qboolean waterposition_forceupdate; // force an update on this entity (set by SV_PushMove code for moving water entities)
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vec3_t waterposition_origin; // updates whenever this changes
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// used by PushMove to keep track of where objects were before they were
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// moved, in case they need to be moved back
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vec3_t moved_from;
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vec3_t moved_fromangles;
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framegroupblend_t framegroupblend[MAX_FRAMEGROUPBLENDS];
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frameblend_t frameblend[MAX_FRAMEBLENDS];
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skeleton_t skeleton;
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// physics parameters
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qboolean ode_physics;
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void *ode_body;
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void *ode_geom;
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void *ode_joint;
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float *ode_vertex3f;
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int *ode_element3i;
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int ode_numvertices;
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int ode_numtriangles;
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edict_odefunc_t *ode_func;
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vec3_t ode_mins;
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vec3_t ode_maxs;
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vec3_t ode_scale;
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vec_t ode_mass;
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float ode_friction;
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vec3_t ode_origin;
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vec3_t ode_velocity;
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vec3_t ode_angles;
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vec3_t ode_avelocity;
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qboolean ode_gravity;
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int ode_modelindex;
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vec_t ode_movelimit; // smallest component of (maxs[]-mins[])
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matrix4x4_t ode_offsetmatrix;
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matrix4x4_t ode_offsetimatrix;
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int ode_joint_type;
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int ode_joint_enemy;
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int ode_joint_aiment;
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vec3_t ode_joint_origin; // joint anchor
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vec3_t ode_joint_angles; // joint axis
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vec3_t ode_joint_velocity; // second joint axis
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vec3_t ode_joint_movedir; // parameters
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void *ode_massbuf;
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}
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edict_engineprivate_t;
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#endif
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