/*** * * 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 #pragma once #include "Platform.h" #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" #include "usercmd.h" typedef struct model_s model_t; // physent_t typedef struct physent_s { char name[32]; // Name of model, or "player" or "world". int player; Vector origin; // Model's origin in world coordinates. model_t* model; // only for bsp models model_t* studiomodel; // SOLID_BBOX, but studio clip intersections. Vector mins, maxs; // only for non-bsp models int info; // For client or server to use to identify (index into edicts or cl_entities) Vector 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; Vector vuser1; Vector vuser2; Vector vuser3; Vector 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 Vector forward, right, up; // Vectors for angles // player state Vector origin; // Movement origin. Vector angles; // Movement view angles. Vector oldangles; // Angles before movement view angles were looked at. Vector velocity; // Current movement direction. Vector movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge. Vector basevelocity; // Velocity of the conveyor we are standing, e.g. // For ducking/dead Vector 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; Vector 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; Vector vuser1; Vector vuser2; Vector vuser3; Vector 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; Vector player_mins[4]; Vector 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, const char* fmt, ...); void (*Con_DPrintf)(const char* fmt, ...); void (*Con_Printf)(const char* fmt, ...); double (*Sys_FloatTime)(); 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)(model_t* mod); void (*PM_GetModelBounds)(model_t* mod, float* mins, float* maxs); void* (*PM_HullForBsp)(physent_t* pe, float* offset); float (*PM_TraceModel)(physent_t* pEnt, const float* start, const 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;