/* Copyright (C) 1996-1997 Id Software, Inc. 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. */ #define BUTTON_ATTACK 1 #define BUTTON_JUMP 2 typedef enum { PM_NORMAL, // normal ground movement PM_OLD_SPECTATOR, // fly, no clip to world (QW bug) PM_SPECTATOR, // fly, no clip to world PM_DEAD, // no acceleration PM_FLY, // fly, bump into walls PM_NONE, // can't move PM_FREEZE, // can't move or look around (TODO) PM_WALLWALK, // sticks to walls. on ground while near one PM_6DOF // spaceship mode } pmtype_t; #define PMF_JUMP_HELD 1 #define PMF_LADDER 2 //pmove flags. seperate from flags #define MAX_PHYSENTS 2048 typedef struct { vec3_t origin; vec3_t angles; model_t *model; // only for bsp models vec3_t mins, maxs; // only for non-bsp models unsigned int info; // for client or server to identify qbyte nonsolid; //contributes to contents, but does not block. FIXME: why not just use the contentsmask directly? qbyte notouch; //don't trigger touch events. FIXME: why are these entities even in the list? qbyte isportal; //special portal traversion required unsigned int forcecontentsmask; // framestate_t framestate; #define PE_FRAMESTATE NULLFRAMESTATE //remove this once we start wanting players to interact with ents in different frames. } physent_t; typedef struct { // player state vec3_t origin; vec3_t safeorigin; //valid when safeorigin_known. needed for extrasr4's ladders otherwise they bug out. vec3_t angles; vec3_t velocity; vec3_t basevelocity; vec3_t gravitydir; qboolean jump_held; int jump_msec; // msec since last jump float waterjumptime; int pm_type; vec3_t player_mins; vec3_t player_maxs; qboolean capsule; // world state int numphysent; physent_t physents[MAX_PHYSENTS]; // 0 should be the world // input usercmd_t cmd; qboolean onladder; qboolean safeorigin_known; // results int skipent; int numtouch; int touchindex[MAX_PHYSENTS]; vec3_t touchvel[MAX_PHYSENTS]; qboolean onground; int groundent; // index in physents array, only valid // when onground is true int waterlevel; int watertype; struct world_s *world; } playermove_t; typedef struct { //standard quakeworld float gravity; float stopspeed; float maxspeed; float spectatormaxspeed; float accelerate; float airaccelerate; float wateraccelerate; float friction; float waterfriction; float flyfriction; float entgravity; //extended stuff, sent via serverinfo float bunnyspeedcap; float watersinkspeed; float ktjump; float edgefriction; //default 2 int walljump; qboolean slidefix; qboolean airstep; qboolean pground; qboolean stepdown; qboolean slidyslopes; qboolean autobunny; qboolean bunnyfriction; //force at least one frame of friction when bunnying. int stepheight; qbyte coordtype; //FIXME: EZPEXT1_FLOATENTCOORDS should mean 4, but the result does not match ezquake/mvdsv's round-towards-origin which would result in inconsistencies. so player coords are rounded inconsistently. unsigned int flags; } movevars_t; #define MOVEFLAG_VALID 0x80000000 //to signal that these are actually known. otherwise reserved. //#define MOVEFLAG_Q2AIRACCELERATE 0x00000001 #define MOVEFLAG_NOGRAVITYONGROUND 0x00000002 //no slope sliding //#define MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE 0x00000004 //apply half-gravity both before AND after the move, which better matches the curve #define MOVEFLAG_QWEDGEBOX 0x00010000 //calculate edgefriction using tracebox and a buggy start pos #define MOVEFLAG_QWCOMPAT (MOVEFLAG_NOGRAVITYONGROUND|MOVEFLAG_QWEDGEBOX) extern movevars_t movevars; extern playermove_t pmove; void PM_PlayerMove (float gamespeed); void PM_Init (void); void PM_InitBoxHull (void); void PM_CategorizePosition (void); int PM_HullPointContents (hull_t *hull, int num, vec3_t p); int PM_ExtraBoxContents (vec3_t p); //Peeks for HL-style water. int PM_PointContents (vec3_t point); qboolean PM_TestPlayerPosition (vec3_t point, qboolean ignoreportals); #ifndef __cplusplus struct trace_s PM_PlayerTrace (vec3_t start, vec3_t stop, unsigned int solidmask); #endif