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2020-08-04 13:13:01 -04:00

124 lines
4.1 KiB
C++

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