/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef PM_DEFS_H #define PM_DEFS_H #ifdef _WIN32 #pragma once #endif #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 #define PM_TRACELINE_PHYSENTSONLY 0 #define PM_TRACELINE_ANYVISIBLE 1 #include "pm_info.h" #include "pmtrace.h" #ifndef USERCMD_H #include "usercmd.h" #endif #include "const.h" 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 float frame; int sequence; byte controller[4]; byte blending[2]; int movetype; int takedamage; int blooddecal; int team; int classnumber; 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; /* size: 224, cachelines: 4, members: 33 */ 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 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. vec3_t view_ofs; // For ducking/dead // Our eye position. float flDuckTime; // Time we started duck qboolean bInDuck; // In process of ducking or ducked already? int flTimeStepSound; // For walking/falling // 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; // -1 = in air, else pmove entity number int waterlevel; int watertype; int oldwaterlevel; char sztexturename[256]; char chtexturetype; float maxspeed; float clientmaxspeed; 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; int numphysent; // world state // Number of entities to clip against. physent_t physents[MAX_PHYSENTS]; int nummoveent; // Number of momvement entities (ladders) physent_t moveents[MAX_MOVEENTS]; // just a list of ladders int numvisent; // All things being rendered, for tracing against things you don't actually collide with physent_t visents[MAX_PHYSENTS]; usercmd_t cmd; // input to run through physics. int numtouch; // Trace results for objects we collided with. pmtrace_t touchindex[MAX_PHYSENTS]; char physinfo[MAX_PHYSINFO_STRING]; // Physics info string struct movevars_s *movevars; vec_t _player_mins[4][3]; vec_t _player_maxs[4][3]; 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); 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)(char *filename); byte *(*COM_LoadFile)(char *path, int usehunk, int *pLength); void (*COM_FreeFile)(void *buffer); char *(*memfgets)(byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize); 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); } playermove_t; /* size: 325056, cachelines: 5079, members: 94 */ #endif // PM_DEFS_H