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https://github.com/s1lentq/ReGameDLL_CS.git
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8b6d659077
Bump minor API version
266 lines
9.8 KiB
C
266 lines
9.8 KiB
C
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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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 Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#include "pm_info.h"
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#include "pmtrace.h"
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#ifndef USERCMD_H
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#include "usercmd.h"
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#endif
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#include "const.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_TRACELINE_PHYSENTSONLY 0
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#define PM_TRACELINE_ANYVISIBLE 1
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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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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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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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} physent_t;
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#define PM_VERSION_MAJOR 1
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#define PM_VERSION_MINOR 0
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#define PM_VERSION_PATCH 0
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#define PM_VERSION PM_VERSION_MAJOR, PM_VERSION_MINOR, PM_VERSION_PATCH
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#define PM_VERSION_STRINGIZE(x) #x
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#define PM_VERSION_STRING(major,minor,patch) \
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(patch == 0 ?\
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PM_VERSION_STRINGIZE(major) "." PM_VERSION_STRINGIZE(minor) :\
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PM_VERSION_STRINGIZE(major) "." PM_VERSION_STRINGIZE(minor) "." PM_VERSION_STRINGIZE(patch))
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// Control version of the player movement system
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struct PlayerMovementVersion {
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uint8_t major, minor, patch;
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uint32_t u32;
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PlayerMovementVersion() {
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Set(0, 0, 0);
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}
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PlayerMovementVersion(uint32_t majorVersion, uint32_t minorVersion, uint32_t patchVersion = 0) {
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Set(majorVersion, minorVersion, patchVersion);
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}
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inline void Set(uint32_t majorVersion, uint32_t minorVersion, uint32_t patchVersion = 0)
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{
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major = majorVersion;
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minor = minorVersion;
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patch = patchVersion;
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u32 = (major << 16) | (minor << 8) | patch;
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}
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inline void Set(const char *version)
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{
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if (!version)
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return;
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major = minor = patch = u32 = 0;
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int result = sscanf(version, "%hhu.%hhu.%hhu", &major, &minor, &patch);
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if (result < 1)
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return; // major invalid
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u32 = (major << 16) | (minor << 8) | patch;
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}
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// Compares if the current version is less than the given version
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inline bool IsLessThan(uint32_t major, uint32_t minor, uint32_t patch = 0) const {
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return u32 < ((major << 16) | (minor << 8) | patch);
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}
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// Compares if the current version is greater than the given version
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inline bool IsGreaterThan(uint32_t major, uint32_t minor, uint32_t patch = 0) const {
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return u32 > ((major << 16) | (minor << 8) | patch);
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}
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// Compares if the current version is greater than or equal to the given version
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inline bool IsAtLeast(uint32_t major, uint32_t minor, uint32_t patch = 0) const {
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return !IsLessThan(major, minor, patch);
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}
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const char *ToString() const {
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static char string[14];
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int len = Q_snprintf(string, sizeof(string), "%u.%u.%u", major, minor, patch);
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if (patch == 0 && len > 2) string[len - 2] = '\0';
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return string;
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}
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};
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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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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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vec3_t view_ofs; // For ducking/dead
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// 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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int flTimeStepSound; // For walking/falling
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// Next time we can play a step sound
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qboolean 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; // -1 = in air, else pmove entity number
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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;
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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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int numphysent; // world state
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// Number of entities to clip against.
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physent_t physents[MAX_PHYSENTS];
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int nummoveent; // Number of momvement entities (ladders)
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physent_t moveents[MAX_MOVEENTS]; // just a list of ladders
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int numvisent; // All things being rendered, for tracing against things you don't actually collide with
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physent_t visents[MAX_PHYSENTS];
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usercmd_t cmd; // input to run through physics.
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int numtouch; // Trace results for objects we collided with.
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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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vec_t player_mins[4][3];
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vec_t player_maxs[4][3];
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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)();
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void (*PM_StuckTouch)(int hitent, pmtrace_t *ptraceresult);
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int (*PM_PointContents)(float *p, int *truecontents);
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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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int32 (*RandomLong)(int32 lLow, int32 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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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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} playermove_t;
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