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Xash3DArchive/engine/pmove.h

145 lines
4.5 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// pmove.h - base player physic
//=======================================================================
#ifndef COLLISION_H
#define COLLISION_H
// encoded bmodel mask
#define SOLID_BMODEL 0xffffff
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
// pmove_state_t is the information necessary for client side movement
#define PM_NORMAL 0 // can accelerate and turn
#define PM_SPECTATOR 1
#define PM_DEAD 2 // no acceleration or turning
#define PM_GIB 3 // different bounding box
#define PM_FREEZE 4
#define PM_INTERMISSION 5
#define PM_NOCLIP 6
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_TELEPORT)
// viewmodel state
typedef struct
{
int index; // client modelindex
vec3_t angles; // can be some different with viewangles
vec3_t offset; // center offset
int sequence; // studio animation sequence
int frame; // studio frame
int body; // weapon body
int skin; // weapon skin
} vmodel_state_t;
// thirdperson model state
typedef struct
{
int index; // client modelindex
int sequence; // studio animation sequence
int frame; // studio frame
} pmodel_state_t;
// player_state_t communication
typedef struct
{
int bobcycle; // for view bobbing and footstep generation
float bobtime;
byte pm_type; // player movetype
byte pm_flags; // ducked, jump_held, etc
byte pm_time; // each unit = 8 ms
vec3_t origin;
vec3_t velocity;
vec3_t delta_angles; // add to command angles to get view direction
short gravity; // gravity value
short speed; // maxspeed
edict_t *groundentity; // current ground entity
int viewheight; // height over ground
int effects; // copied to entity_state_t->effects
int weapon; // copied to entity_state_t->weapon
vec3_t viewangles; // for fixed views
vec3_t viewoffset; // add to pmovestate->origin
vec3_t kick_angles; // add to view direction to get render angles
vec3_t oldviewangles; // for lerping viewmodel position
vec4_t blend; // rgba full screen effect
short stats[MAX_STATS];
float fov; // horizontal field of view
// player model and viewmodel
vmodel_state_t vmodel;
pmodel_state_t pmodel;
} player_state_t;
// user_cmd_t communication
typedef struct usercmd_s
{
byte msec;
byte buttons;
short angles[3];
byte impulse; // remove?
byte lightlevel; // light level the player is standing on
short forwardmove, sidemove, upmove;
} usercmd_t;
#define MAXTOUCH 32
typedef struct
{
player_state_t ps; // state (in / out)
// command (in)
usercmd_t cmd;
// results (out)
int numtouch;
edict_t *touchents[MAXTOUCH];
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed; // avoid to compute it twice
// callbacks to test the world
trace_t (*trace)( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end );
int (*pointcontents)( vec3_t point );
} pmove_t;
/*
==============================================================
PLAYER MOVEMENT CODE
Common between server and client so prediction matches
==============================================================
*/
// button bits
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_ATTACK2 4
#define BUTTONS_ATTACK (BUTTON_ATTACK | BUTTON_ATTACK2)
#define BUTTON_ANY 128 // any key whatsoever
extern float pm_airaccelerate;
void Pmove( pmove_t *pmove );
#endif//COLLISION_H