plugins/include/sdktools_trace.inc
branchrefac-jit
changeset 2168 c24a6fa957db
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/plugins/include/sdktools_trace.inc	Sun Jul 06 04:49:55 2008 +0000
     1.3 @@ -0,0 +1,367 @@
     1.4 +/**
     1.5 + * vim: set ts=4 :
     1.6 + * =============================================================================
     1.7 + * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
     1.8 + * =============================================================================
     1.9 + *
    1.10 + * This file is part of the SourceMod/SourcePawn SDK.
    1.11 + *
    1.12 + * This program is free software; you can redistribute it and/or modify it under
    1.13 + * the terms of the GNU General Public License, version 3.0, as published by the
    1.14 + * Free Software Foundation.
    1.15 + * 
    1.16 + * This program is distributed in the hope that it will be useful, but WITHOUT
    1.17 + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    1.18 + * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
    1.19 + * details.
    1.20 + *
    1.21 + * You should have received a copy of the GNU General Public License along with
    1.22 + * this program.  If not, see <http://www.gnu.org/licenses/>.
    1.23 + *
    1.24 + * As a special exception, AlliedModders LLC gives you permission to link the
    1.25 + * code of this program (as well as its derivative works) to "Half-Life 2," the
    1.26 + * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
    1.27 + * by the Valve Corporation.  You must obey the GNU General Public License in
    1.28 + * all respects for all other code used.  Additionally, AlliedModders LLC grants
    1.29 + * this exception to all derivative works.  AlliedModders LLC defines further
    1.30 + * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
    1.31 + * or <http://www.sourcemod.net/license.php>.
    1.32 + *
    1.33 + * Version: $Id$
    1.34 + */
    1.35 +
    1.36 +#if defined _sdktools_trace_included
    1.37 + #endinput
    1.38 +#endif
    1.39 +#define _sdktools_trace_included
    1.40 +
    1.41 +#define	CONTENTS_EMPTY			0		/**< No contents. */
    1.42 +#define	CONTENTS_SOLID			0x1		/**< an eye is never valid in a solid . */
    1.43 +#define	CONTENTS_WINDOW			0x2		/**< translucent, but not watery (glass). */
    1.44 +#define	CONTENTS_AUX			0x4
    1.45 +#define	CONTENTS_GRATE			0x8		/**< alpha-tested "grate" textures.  Bullets/sight pass through, but solids don't. */
    1.46 +#define	CONTENTS_SLIME			0x10
    1.47 +#define	CONTENTS_WATER			0x20
    1.48 +#define	CONTENTS_MIST			0x40
    1.49 +#define CONTENTS_OPAQUE			0x80		/**< things that cannot be seen through (may be non-solid though). */
    1.50 +#define	LAST_VISIBLE_CONTENTS	0x80
    1.51 +#define ALL_VISIBLE_CONTENTS 	(LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
    1.52 +#define CONTENTS_TESTFOGVOLUME	0x100
    1.53 +#define CONTENTS_UNUSED5		0x200
    1.54 +#define CONTENTS_UNUSED6		0x4000
    1.55 +#define CONTENTS_TEAM1			0x800		/**< per team contents used to differentiate collisions. */
    1.56 +#define CONTENTS_TEAM2			0x1000		/**< between players and objects on different teams. */
    1.57 +#define CONTENTS_IGNORE_NODRAW_OPAQUE	0x2000		/**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
    1.58 +#define CONTENTS_MOVEABLE		0x4000		/**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
    1.59 +#define	CONTENTS_AREAPORTAL		0x8000		/**< remaining contents are non-visible, and don't eat brushes. */
    1.60 +#define	CONTENTS_PLAYERCLIP		0x10000
    1.61 +#define	CONTENTS_MONSTERCLIP	0x20000
    1.62 +
    1.63 +/**
    1.64 + * @section currents can be added to any other contents, and may be mixed
    1.65 + */
    1.66 +#define	CONTENTS_CURRENT_0		0x40000
    1.67 +#define	CONTENTS_CURRENT_90		0x80000
    1.68 +#define	CONTENTS_CURRENT_180	0x100000
    1.69 +#define	CONTENTS_CURRENT_270	0x200000
    1.70 +#define	CONTENTS_CURRENT_UP		0x400000
    1.71 +#define	CONTENTS_CURRENT_DOWN	0x800000
    1.72 +
    1.73 +/**
    1.74 + * @endsection
    1.75 + */
    1.76 +
    1.77 +#define	CONTENTS_ORIGIN			0x1000000	/**< removed before bsping an entity. */
    1.78 +#define	CONTENTS_MONSTER		0x2000000	/**< should never be on a brush, only in game. */
    1.79 +#define	CONTENTS_DEBRIS			0x4000000
    1.80 +#define	CONTENTS_DETAIL			0x8000000	/**< brushes to be added after vis leafs. */
    1.81 +#define	CONTENTS_TRANSLUCENT	0x10000000	/**< auto set if any surface has trans. */
    1.82 +#define	CONTENTS_LADDER			0x20000000
    1.83 +#define CONTENTS_HITBOX			0x40000000	/**< use accurate hitboxes on trace. */
    1.84 +
    1.85 +/**
    1.86 + * @section Trace masks.
    1.87 + */
    1.88 +#define	MASK_ALL				(0xFFFFFFFF)
    1.89 +#define	MASK_SOLID				(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) 			/**< everything that is normally solid */
    1.90 +#define	MASK_PLAYERSOLID		(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) 	/**< everything that blocks player movement */
    1.91 +#define	MASK_NPCSOLID			(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
    1.92 +#define	MASK_WATER				(CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) 							/**< water physics in these contents */
    1.93 +#define	MASK_OPAQUE				(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) 							/**< everything that blocks line of sight for AI, lighting, etc */
    1.94 +#define MASK_OPAQUE_AND_NPCS	(MASK_OPAQUE|CONTENTS_MONSTER)										/**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
    1.95 +#define	MASK_VISIBLE			(MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) 								/**< everything that blocks line of sight for players */
    1.96 +#define MASK_VISIBLE_AND_NPCS	(MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE) 							/**< everything that blocks line of sight for players, but with monsters added. */
    1.97 +#define	MASK_SHOT				(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) 	/**< bullets see these as solid */
    1.98 +#define MASK_SHOT_HULL			(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE) 	/**< non-raycasted weapons see this as solid (includes grates) */
    1.99 +#define MASK_SHOT_PORTAL		(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) 							/**< hits solids (not grates) and passes through everything else */
   1.100 +#define MASK_SOLID_BRUSHONLY	(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) 					/**< everything normally solid, except monsters (world+brush only) */
   1.101 +#define MASK_PLAYERSOLID_BRUSHONLY	(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE) 			/**< everything normally solid for player movement, except monsters (world+brush only) */
   1.102 +#define MASK_NPCSOLID_BRUSHONLY	(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) 			/**< everything normally solid for npc movement, except monsters (world+brush only) */
   1.103 +#define MASK_NPCWORLDSTATIC		(CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) 					/**< just the world, used for route rebuilding */
   1.104 +#define MASK_SPLITAREAPORTAL	(CONTENTS_WATER|CONTENTS_SLIME) 									/**< These are things that can split areaportals */
   1.105 +
   1.106 +/**
   1.107 + * @endsection
   1.108 + */
   1.109 +
   1.110 +enum RayType
   1.111 +{
   1.112 +	RayType_EndPoint,	/**< The trace ray will go from the start position to the end position. */
   1.113 +	RayType_Infinite	/**< The trace ray will go from the start position to infinity using a direction vector. */
   1.114 +};
   1.115 +
   1.116 +funcenum TraceEntityFilter
   1.117 +{
   1.118 +	/**
   1.119 +	 * Called on entity filtering.
   1.120 +	 *
   1.121 +	 * @param entity		Entity index.
   1.122 + 	 * @param contentsMask	Contents Mask.
   1.123 + 	 * @return				True to allow the current entity to be hit, otherwise false.
   1.124 + 	 */
   1.125 +	bool:public(entity, contentsMask),
   1.126 +	
   1.127 +	/**
   1.128 +	 * Called on entity filtering.
   1.129 +	 *
   1.130 +	 * @param entity		Entity index.
   1.131 + 	 * @param contentsMask	Contents Mask.
   1.132 + 	 * @param data			Data value, if used.
   1.133 + 	 * @return				True to allow the current entity to be hit, otherwise false.
   1.134 + 	 */
   1.135 +	bool:public(entity, contentsMask, any:data),
   1.136 +};
   1.137 +
   1.138 +/**
   1.139 + * Get the contents mask and the entity index at the given position.
   1.140 + *
   1.141 + * @param pos			World position to test.
   1.142 + * @param entindex		Entity index found at the given position (by reference).
   1.143 + * @return				Contents mask.
   1.144 + */
   1.145 +native TR_GetPointContents(const Float:pos[3], &entindex=-1);
   1.146 +
   1.147 +/**
   1.148 + * Get the point contents testing only the given entity index.
   1.149 + *
   1.150 + * @param entindex		Entity index to test.
   1.151 + * @param pos			World position.
   1.152 + * @return				Contents mask.
   1.153 + */
   1.154 +native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
   1.155 +
   1.156 +/**
   1.157 + * Starts up a new trace ray using a global trace result.
   1.158 + *
   1.159 + * @param pos			Starting position of the ray.
   1.160 + * @param vec			Depending on RayType, it will be used as the
   1.161 + *						ending point, or the direction angle.
   1.162 + * @param flags			Trace flags.
   1.163 + * @param rtype			Method to calculate the ray direction.
   1.164 + * @noreturn
   1.165 + */
   1.166 +native TR_TraceRay(const Float:pos[3],
   1.167 +				   const Float:vec[3],
   1.168 +				   flags,
   1.169 +				   RayType:rtype);
   1.170 +				   
   1.171 +/**
   1.172 + * Starts up a new trace hull using a global trace result.
   1.173 + *
   1.174 + * @param pos			Starting position of the ray.
   1.175 + * @param vec			Ending position of the ray.
   1.176 + * @param mins			Hull minimum size.
   1.177 + * @param maxs			Hull maximum size.
   1.178 + * @param flags			Trace flags.
   1.179 + * @noreturn
   1.180 + */
   1.181 +native TR_TraceHull(const Float:pos[3],
   1.182 +					const Float:vec[3],
   1.183 +					const Float:mins[3],
   1.184 +					const Float:maxs[3],
   1.185 +					flags);
   1.186 +
   1.187 +/**
   1.188 + * Starts up a new trace ray using a global trace result and a customized 
   1.189 + * trace ray filter.
   1.190 + *
   1.191 + * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter 
   1.192 + * function is currently not allowed and may not work.
   1.193 + *
   1.194 + * @param pos			Starting position of the ray.
   1.195 + * @param vec			Depending on RayType, it will be used as the ending 
   1.196 + *						point, or the direction angle.
   1.197 + * @param flags			Trace flags.
   1.198 + * @param rtype			Method to calculate the ray direction.
   1.199 + * @param filter		Function to use as a filter.
   1.200 + * @param data			Arbitrary data value to pass through to the filter 
   1.201 + *						function.
   1.202 + * @noreturn
   1.203 + */
   1.204 +native TR_TraceRayFilter(const Float:pos[3],
   1.205 +						 const Float:vec[3],
   1.206 +						 flags,
   1.207 +						 RayType:rtype,
   1.208 +						 TraceEntityFilter:filter,
   1.209 +						 any:data=0);
   1.210 +						 
   1.211 +/**
   1.212 + * Starts up a new trace hull using a global trace result and a customized 
   1.213 + * trace ray filter.
   1.214 + *
   1.215 + * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter 
   1.216 + * function is currently not allowed and may not work.
   1.217 + *
   1.218 + * @param pos			Starting position of the ray.
   1.219 + * @param vec			Depending on RayType, it will be used as the ending 
   1.220 + *						point, or the direction angle.
   1.221 + * @param mins			Hull minimum size.
   1.222 + * @param maxs			Hull maximum size.
   1.223 + * @param flags			Trace flags.
   1.224 + * @param filter		Function to use as a filter.
   1.225 + * @param data			Arbitrary data value to pass through to the filter 
   1.226 + *						function.
   1.227 + * @noreturn
   1.228 + */
   1.229 +native TR_TraceHullFilter(const Float:pos[3],
   1.230 +						  const Float:vec[3],
   1.231 +						  const Float:mins[3],
   1.232 +						  const Float:maxs[3],
   1.233 +						  flags,
   1.234 +						  TraceEntityFilter:filter,
   1.235 +						  any:data=0);
   1.236 +
   1.237 +/**
   1.238 + * Starts up a new trace ray using a new trace result.
   1.239 + *
   1.240 + * @param pos			Starting position of the ray.
   1.241 + * @param vec			Depending on RayType, it will be used as the ending 
   1.242 + *						point, or the direction angle.
   1.243 + * @param flags			Trace flags.
   1.244 + * @param rtype			Method to calculate the ray direction.
   1.245 + * @return				Ray trace handle, which must be closed via CloseHandle().
   1.246 + */
   1.247 +native Handle:TR_TraceRayEx(const Float:pos[3],
   1.248 +							const Float:vec[3],
   1.249 +							flags,
   1.250 +							RayType:rtype);
   1.251 +							
   1.252 +/**
   1.253 + * Starts up a new trace hull using a new trace result.
   1.254 + *
   1.255 + * @param pos			Starting position of the ray.
   1.256 + * @param vec			Ending position of the ray.
   1.257 + * @param mins			Hull minimum size.
   1.258 + * @param maxs			Hull maximum size.
   1.259 + * @param flags			Trace flags.
   1.260 + * @return				Ray trace handle, which must be closed via CloseHandle().
   1.261 + */
   1.262 +native Handle:TR_TraceHullEx(const Float:pos[3],
   1.263 +							 const Float:vec[3],
   1.264 +							 const Float:mins[3],
   1.265 +							 const Float:maxs[3],
   1.266 +							 flags);
   1.267 +
   1.268 +/**
   1.269 + * Starts up a new trace ray using a new trace result and a customized 
   1.270 + * trace ray filter.
   1.271 + *
   1.272 + * Calling TR_Trace*Filter or TR_TraceRay*Ex from inside a filter 
   1.273 + * function is currently not allowed and may not work.
   1.274 + *
   1.275 + * @param pos			Starting position of the ray.
   1.276 + * @param vec			Depending on RayType, it will be used as the ending 
   1.277 + *						point, or the direction angle.
   1.278 + * @param flags			Trace flags.
   1.279 + * @param rtype			Method to calculate the ray direction.
   1.280 + * @param filter		Function to use as a filter.
   1.281 + * @param data			Arbitrary data value to pass through to the filter function.
   1.282 + * @return				Ray trace handle, which must be closed via CloseHandle().
   1.283 + */
   1.284 +native Handle:TR_TraceRayFilterEx(const Float:pos[3], 
   1.285 +								  const Float:vec[3],
   1.286 +								  flags, 
   1.287 +								  RayType:rtype, 
   1.288 +								  TraceEntityFilter:filter,
   1.289 +								  any:data=0);
   1.290 +								  
   1.291 +/**
   1.292 + * Starts up a new trace hull using a new trace result and a customized 
   1.293 + * trace ray filter.
   1.294 + *
   1.295 + * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter 
   1.296 + * function is currently not allowed and may not work.
   1.297 + *
   1.298 + * @param pos			Starting position of the ray.
   1.299 + * @param vec			Ending position of the ray.
   1.300 + * @param mins			Hull minimum size.
   1.301 + * @param maxs			Hull maximum size.
   1.302 + * @param flags			Trace flags.
   1.303 + * @param filter		Function to use as a filter.
   1.304 + * @param data			Arbitrary data value to pass through to the filter function.
   1.305 + * @return				Ray trace handle, which must be closed via CloseHandle().
   1.306 + */
   1.307 +native Handle:TR_TraceHullFilterEx(const Float:pos[3], 
   1.308 +								   const Float:vec[3],
   1.309 +								   const Float:mins[3],
   1.310 +								   const Float:maxs[3],
   1.311 +								   flags, 
   1.312 +								   TraceEntityFilter:filter,
   1.313 +								   any:data=0);
   1.314 +
   1.315 +/**
   1.316 + * Returns the time fraction from a trace result (1.0 means no collision).
   1.317 + *
   1.318 + * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   1.319 + * @return				Time fraction value of the trace.
   1.320 + * @error				Invalid Handle.
   1.321 + */
   1.322 +native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
   1.323 +
   1.324 +/**
   1.325 + * Returns the collision position of a trace result.
   1.326 + *
   1.327 + * @param pos			Vector buffer to store data in.
   1.328 + * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   1.329 + * @noreturn
   1.330 + * @error				Invalid Handle.
   1.331 + */
   1.332 +native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
   1.333 +
   1.334 +/**
   1.335 + * Returns the entity index that collided with the trace.
   1.336 + *
   1.337 + * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   1.338 + * @return				Entity index or -1 for no collision.
   1.339 + * @error				Invalid Handle.
   1.340 + */
   1.341 +native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
   1.342 +
   1.343 +/**
   1.344 + * Returns if there was any kind of collision along the trace ray.
   1.345 + *
   1.346 + * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   1.347 + * @return				True if any collision found, otherwise false.
   1.348 + * @error				Invalid Handle.
   1.349 + */
   1.350 +native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
   1.351 +
   1.352 +/**
   1.353 + * Returns in which body hit group the trace collided if any.
   1.354 + *
   1.355 + * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   1.356 + * @return				Body hit group.
   1.357 + * @error				Invalid Handle.
   1.358 + */
   1.359 +native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);
   1.360 +
   1.361 +/**
   1.362 + * Find the normal vector to the collison plane of a trace.
   1.363 + *
   1.364 + * @param hndl		A trace Handle, or INVALID_HANDLE to use a global trace result.
   1.365 + * @param normal	Vector buffer to store the vector normal to the collision plane
   1.366 + * @noreturn
   1.367 + * @error			Invalid Handle
   1.368 + */
   1.369 +native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]);
   1.370 +