/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // pm_defs.h #if !defined( PM_DEFSH ) #define PM_DEFSH #ifdef _WIN32 #pragma once #endif #include "archtypes.h" // DAL #define MAX_PHYSENTS 600 // Must have room for all entities in the world. #define MAX_MOVEENTS 64 #define MAX_CLIP_PLANES 5 #define PM_NORMAL 0x00000000 #define PM_STUDIO_IGNORE 0x00000001 // Skip studio models #define PM_STUDIO_BOX 0x00000002 // Use boxes for non-complex studio models (even in traceline) #define PM_GLASS_IGNORE 0x00000004 // Ignore entities with non-normal rendermode #define PM_WORLD_ONLY 0x00000008 // Only trace against the world // Values for flags parameter of PM_TraceLine #define PM_TRACELINE_PHYSENTSONLY 0 #define PM_TRACELINE_ANYVISIBLE 1 #include "pm_info.h" // PM_PlayerTrace results. #include "pmtrace.h" #if !defined ( USERCMD_H ) #include "usercmd.h" #endif #include "const.h" // physent_t typedef struct physent_s { char name[32]; // Name of model, or "player" or "world". int player; vec3_t origin; // Model's origin in world coordinates. struct model_s *model; // only for bsp models struct model_s *studiomodel; // SOLID_BBOX, but studio clip intersections. vec3_t mins, maxs; // only for non-bsp models int info; // For client or server to use to identify (index into edicts or cl_entities) vec3_t angles; // rotated entities need this info for hull testing to work. int solid; // Triggers and func_door type WATER brushes are SOLID_NOT int skin; // BSP Contents for such things like fun_door water brushes. int rendermode; // So we can ignore glass // Complex collision detection. float frame; int sequence; byte controller[4]; byte blending[2]; int movetype; int takedamage; int blooddecal; int team; int classnumber; // For mods int iuser1; int iuser2; int iuser3; int iuser4; float fuser1; float fuser2; float fuser3; float fuser4; vec3_t vuser1; vec3_t vuser2; vec3_t vuser3; vec3_t vuser4; } physent_t; typedef struct playermove_s { int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly. qboolean server; // For debugging, are we running physics code on server side? qboolean multiplayer; // 1 == multiplayer server float time; // realtime on host, for reckoning duck timing float frametime; // Duration of this frame vec3_t forward, right, up; // Vectors for angles // player state vec3_t origin; // Movement origin. vec3_t angles; // Movement view angles. vec3_t oldangles; // Angles before movement view angles were looked at. vec3_t velocity; // Current movement direction. vec3_t movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge. vec3_t basevelocity; // Velocity of the conveyor we are standing, e.g. // For ducking/dead vec3_t view_ofs; // Our eye position. float flDuckTime; // Time we started duck qboolean bInDuck; // In process of ducking or ducked already? // For walking/falling int flTimeStepSound; // Next time we can play a step sound int iStepLeft; float flFallVelocity; vec3_t punchangle; float flSwimTime; float flNextPrimaryAttack; int effects; // MUZZLE FLASH, e.g. int flags; // FL_ONGROUND, FL_DUCKING, etc. int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 = point hull float gravity; // Our current gravity and friction. float friction; int oldbuttons; // Buttons last usercmd float waterjumptime; // Amount of time left in jumping out of water cycle. qboolean dead; // Are we a dead player? int deadflag; int spectator; // Should we use spectator physics model? int movetype; // Our movement type, NOCLIP, WALK, FLY int onground; int waterlevel; int watertype; int oldwaterlevel; char sztexturename[256]; char chtexturetype; float maxspeed; float clientmaxspeed; // Player specific maxspeed // For mods int iuser1; int iuser2; int iuser3; int iuser4; float fuser1; float fuser2; float fuser3; float fuser4; vec3_t vuser1; vec3_t vuser2; vec3_t vuser3; vec3_t vuser4; // world state // Number of entities to clip against. int numphysent; physent_t physents[MAX_PHYSENTS]; // Number of momvement entities (ladders) int nummoveent; // just a list of ladders physent_t moveents[MAX_MOVEENTS]; // All things being rendered, for tracing against things you don't actually collide with int numvisent; physent_t visents[ MAX_PHYSENTS ]; // input to run through physics. usercmd_t cmd; // Trace results for objects we collided with. int numtouch; pmtrace_t touchindex[MAX_PHYSENTS]; char physinfo[ MAX_PHYSINFO_STRING ]; // Physics info string struct movevars_s *_movevars; vec3_t _player_mins[ 4 ]; vec3_t _player_maxs[ 4 ]; // Common functions const char *(*PM_Info_ValueForKey) ( const char *s, const char *key ); void (*PM_Particle)( float *origin, int color, float life, int zpos, int zvel); int (*PM_TestPlayerPosition) (float *pos, pmtrace_t *ptrace ); void (*Con_NPrintf)( int idx, char *fmt, ... ); void (*Con_DPrintf)( char *fmt, ... ); void (*Con_Printf)( char *fmt, ... ); double (*Sys_FloatTime)( void ); void (*PM_StuckTouch)( int hitent, pmtrace_t *ptraceresult ); int (*PM_PointContents) (float *p, int *truecontents /*filled in if this is non-null*/ ); int (*PM_TruePointContents) (float *p); int (*PM_HullPointContents) ( struct hull_s *hull, int num, float *p); pmtrace_t (*PM_PlayerTrace) (float *start, float *end, int traceFlags, int ignore_pe ); struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehulll, int ignore_pe ); int32 (*RandomLong)( int32 lLow, int32 lHigh ); float (*RandomFloat)( float flLow, float flHigh ); int (*PM_GetModelType)( struct model_s *mod ); void (*PM_GetModelBounds)( struct model_s *mod, float *mins, float *maxs ); void *(*PM_HullForBsp)( physent_t *pe, float *offset ); float (*PM_TraceModel)( physent_t *pEnt, float *start, float *end, trace_t *trace ); int (*COM_FileSize)(const char *filename); byte *(*COM_LoadFile) (const char *path, int usehunk, int *pLength); void (*COM_FreeFile) ( void *buffer ); char *(*memfgets)( byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize ); // Functions // Run functions for this frame? qboolean runfuncs; void (*PM_PlaySound) ( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch ); const char *(*PM_TraceTexture) ( int ground, float *vstart, float *vend ); 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 ); pmtrace_t (*PM_PlayerTraceEx) (float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ) ); int (*PM_TestPlayerPositionEx) (float *pos, pmtrace_t *ptrace, int (*pfnIgnore)( physent_t *pe ) ); struct pmtrace_s *(*PM_TraceLineEx)( float *start, float *end, int flags, int usehulll, int (*pfnIgnore)( physent_t *pe ) ); } playermove_t; #endif