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129 lines
4.0 KiB
129 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#if !defined( IGAMEMOVEMENT_H ) |
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#define IGAMEMOVEMENT_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "mathlib/vector.h" |
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#include "interface.h" |
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#include "imovehelper.h" |
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#include "const.h" |
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//----------------------------------------------------------------------------- |
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// Name of the class implementing the game movement. |
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//----------------------------------------------------------------------------- |
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#define INTERFACENAME_GAMEMOVEMENT "GameMovement001" |
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//----------------------------------------------------------------------------- |
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// Forward declarations. |
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//----------------------------------------------------------------------------- |
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class IMoveHelper; |
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//----------------------------------------------------------------------------- |
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// Purpose: Encapsulated input parameters to player movement. |
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//----------------------------------------------------------------------------- |
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class CMoveData |
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{ |
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public: |
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bool m_bFirstRunOfFunctions : 1; |
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bool m_bGameCodeMovedPlayer : 1; |
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EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client |
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int m_nImpulseCommand; // Impulse command issued. |
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QAngle m_vecViewAngles; // Command view angles (local space) |
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QAngle m_vecAbsViewAngles; // Command view angles (world space) |
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int m_nButtons; // Attack buttons. |
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int m_nOldButtons; // From host_client->oldbuttons; |
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float m_flForwardMove; |
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float m_flSideMove; |
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float m_flUpMove; |
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float m_flMaxSpeed; |
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float m_flClientMaxSpeed; |
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// Variables from the player edict (sv_player) or entvars on the client. |
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// These are copied in here before calling and copied out after calling. |
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Vector m_vecVelocity; // edict::velocity // Current movement direction. |
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QAngle m_vecAngles; // edict::angles |
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QAngle m_vecOldAngles; |
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// Output only |
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float m_outStepHeight; // how much you climbed this move |
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Vector m_outWishVel; // This is where you tried |
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Vector m_outJumpVel; // This is your jump velocity |
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// Movement constraints (radius 0 means no constraint) |
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Vector m_vecConstraintCenter; |
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float m_flConstraintRadius; |
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float m_flConstraintWidth; |
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float m_flConstraintSpeedFactor; |
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void SetAbsOrigin( const Vector &vec ); |
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const Vector &GetAbsOrigin() const; |
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private: |
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Vector m_vecAbsOrigin; // edict::origin |
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}; |
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inline const Vector &CMoveData::GetAbsOrigin() const |
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{ |
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return m_vecAbsOrigin; |
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} |
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#if !defined( CLIENT_DLL ) && defined( _DEBUG ) |
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// We only ever want this code path on the server side in a debug build |
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// and you have to uncomment the code below and rebuild to have the test operate. |
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//#define PLAYER_GETTING_STUCK_TESTING |
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#endif |
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#if !defined( PLAYER_GETTING_STUCK_TESTING ) |
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// This is implemented with a more exhaustive test in gamemovement.cpp. We check if the origin being requested is |
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// inside solid, which it never should be |
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inline void CMoveData::SetAbsOrigin( const Vector &vec ) |
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{ |
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m_vecAbsOrigin = vec; |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: The basic player movement interface |
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//----------------------------------------------------------------------------- |
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abstract_class IGameMovement |
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{ |
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public: |
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virtual ~IGameMovement( void ) {} |
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// Process the current movement command |
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove ) = 0; |
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virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer ) = 0; |
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virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer ) = 0; |
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virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... ) = 0; |
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// Allows other parts of the engine to find out the normal and ducked player bbox sizes |
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virtual Vector GetPlayerMins( bool ducked ) const = 0; |
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virtual Vector GetPlayerMaxs( bool ducked ) const = 0; |
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virtual Vector GetPlayerViewOffset( bool ducked ) const = 0; |
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}; |
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#endif // IGAMEMOVEMENT_H
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