mirror of
https://github.com/FWGS/xash3d-fwgs
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221 lines
7.5 KiB
C
221 lines
7.5 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef PM_DEFS_H
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#define PM_DEFS_H
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#define MAX_PHYSENTS 600 // Must have room for all entities in the world.
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#define MAX_MOVEENTS 64
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#define MAX_CLIP_PLANES 5
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#define PM_NORMAL 0x00000000
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#define PM_STUDIO_IGNORE 0x00000001 // Skip studio models
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#define PM_STUDIO_BOX 0x00000002 // Use boxes for non-complex studio models (even in traceline)
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#define PM_GLASS_IGNORE 0x00000004 // Ignore entities with non-normal rendermode
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#define PM_WORLD_ONLY 0x00000008 // Only trace against the world
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#define PM_CUSTOM_IGNORE 0x00000010 // Ignore entities with SOLID_CUSTOM mode
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// Values for flags parameter of PM_TraceLine
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#define PM_TRACELINE_PHYSENTSONLY 0
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#define PM_TRACELINE_ANYVISIBLE 1
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#include "pm_info.h"
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// PM_PlayerTrace results.
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#include "pmtrace.h"
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#include "usercmd.h"
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// physent_t
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typedef struct physent_s
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{
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char name[32]; // Name of model, or "player" or "world".
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int player;
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vec3_t origin; // Model's origin in world coordinates.
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struct model_s *model; // only for bsp models
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struct model_s *studiomodel; // SOLID_BBOX, but studio clip intersections.
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vec3_t mins, maxs; // only for non-bsp models
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int info; // For client or server to use to identify (index into edicts or cl_entities)
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vec3_t angles; // rotated entities need this info for hull testing to work.
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int solid; // Triggers and func_door type WATER brushes are SOLID_NOT
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int skin; // BSP Contents for such things like fun_door water brushes.
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int rendermode; // So we can ignore glass
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// Complex collision detection.
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float frame;
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int sequence;
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byte controller[4];
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byte blending[2];
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int movetype;
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int takedamage;
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int blooddecal;
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int team;
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int classnumber;
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// For mods
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1; // also contains pev->scale when "sv_allow_studio_scaling" is "1"
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float fuser2;
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float fuser3;
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float fuser4;
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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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} physent_t;
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typedef struct playermove_s
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{
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int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly.
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qboolean server; // For debugging, are we running physics code on server side?
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qboolean multiplayer; // 1 == multiplayer server
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float time; // realtime on host, for reckoning duck timing
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float frametime; // Duration of this frame
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vec3_t forward, right, up; // Vectors for angles
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// player state
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vec3_t origin; // Movement origin.
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vec3_t angles; // Movement view angles.
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vec3_t oldangles; // Angles before movement view angles were looked at.
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vec3_t velocity; // Current movement direction.
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vec3_t movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge.
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vec3_t basevelocity; // Velocity of the conveyor we are standing, e.g.
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// For ducking/dead
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vec3_t view_ofs; // Our eye position.
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float flDuckTime; // Time we started duck
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qboolean bInDuck; // In process of ducking or ducked already?
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// For walking/falling
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int flTimeStepSound; // Next time we can play a step sound
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int iStepLeft;
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float flFallVelocity;
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vec3_t punchangle;
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float flSwimTime;
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float flNextPrimaryAttack;
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int effects; // MUZZLE FLASH, e.g.
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int flags; // FL_ONGROUND, FL_DUCKING, etc.
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int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 = point hull
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float gravity; // Our current gravity and friction.
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float friction;
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int oldbuttons; // Buttons last usercmd
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float waterjumptime; // Amount of time left in jumping out of water cycle.
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qboolean dead; // Are we a dead player?
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int deadflag;
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int spectator; // Should we use spectator physics model?
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int movetype; // Our movement type, NOCLIP, WALK, FLY
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int onground;
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int waterlevel;
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int watertype;
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int oldwaterlevel;
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char sztexturename[256];
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char chtexturetype;
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float maxspeed;
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float clientmaxspeed; // Player specific maxspeed
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// For mods
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1;
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float fuser2;
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float fuser3;
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float fuser4;
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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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// world state
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// Number of entities to clip against.
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int numphysent;
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physent_t physents[MAX_PHYSENTS];
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// Number of momvement entities (ladders)
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int nummoveent;
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// just a list of ladders
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physent_t moveents[MAX_MOVEENTS];
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// All things being rendered, for tracing against things you don't actually collide with
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int numvisent;
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physent_t visents[MAX_PHYSENTS];
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// input to run through physics.
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usercmd_t cmd;
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// Trace results for objects we collided with.
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int numtouch;
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pmtrace_t touchindex[MAX_PHYSENTS];
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char physinfo[MAX_PHYSINFO_STRING]; // Physics info string
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struct movevars_s *movevars;
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vec3_t player_mins[4];
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vec3_t player_maxs[4];
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// Common functions
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const char *(*PM_Info_ValueForKey) ( const char *s, const char *key );
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void (*PM_Particle)( float *origin, int color, float life, int zpos, int zvel );
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int (*PM_TestPlayerPosition)( float *pos, pmtrace_t *ptrace );
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void (*Con_NPrintf)( int idx, char *fmt, ... );
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void (*Con_DPrintf)( char *fmt, ... );
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void (*Con_Printf)( char *fmt, ... );
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double (*Sys_FloatTime)( void );
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void (*PM_StuckTouch)( int hitent, pmtrace_t *ptraceresult );
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int (*PM_PointContents)( float *p, int *truecontents /*filled in if this is non-null*/ );
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int (*PM_TruePointContents)( float *p );
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int (*PM_HullPointContents)( struct hull_s *hull, int num, float *p );
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pmtrace_t (*PM_PlayerTrace)( float *start, float *end, int traceFlags, int ignore_pe );
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struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehulll, int ignore_pe );
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long (*RandomLong)( long lLow, long lHigh );
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float (*RandomFloat)( float flLow, float flHigh );
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int (*PM_GetModelType)( struct model_s *mod );
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void (*PM_GetModelBounds)( struct model_s *mod, float *mins, float *maxs );
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void *(*PM_HullForBsp)( physent_t *pe, float *offset );
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float (*PM_TraceModel)( physent_t *pEnt, float *start, float *end, trace_t *trace );
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int (*COM_FileSize)( char *filename );
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byte *(*COM_LoadFile)( char *path, int usehunk, int *pLength );
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void (*COM_FreeFile)( void *buffer );
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char *(*memfgets)( byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize );
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// Functions
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// Run functions for this frame?
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qboolean runfuncs;
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void (*PM_PlaySound)( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
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const char *(*PM_TraceTexture)( int ground, float *vstart, float *vend );
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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 );
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pmtrace_t (*PM_PlayerTraceEx) (float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ));
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int (*PM_TestPlayerPositionEx) (float *pos, pmtrace_t *ptrace, int (*pfnIgnore)( physent_t *pe ));
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struct pmtrace_s *(*PM_TraceLineEx)( float *start, float *end, int flags, int usehulll, int (*pfnIgnore)( physent_t *pe ));
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struct msurface_s *(*PM_TraceSurface)( int ground, float *vstart, float *vend );
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} playermove_t;
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#endif//PM_DEFS_H
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