plugins/include/sdktools_trace.inc
author David Anderson <dvander@alliedmods.net>
Tue Nov 27 02:19:39 2007 +0000 (2007-11-27)
changeset 1729 0f60cc4ce8bb
parent 1330 ab94316bb52b
child 1855 7871fb255eb5
permissions -rw-r--r--
added amb1191 - absolute paths
     1 /**
     2  * vim: set ts=4 :
     3  * =============================================================================
     4  * SourceMod (C)2004-2007 AlliedModders LLC.  All rights reserved.
     5  * =============================================================================
     6  *
     7  * This file is part of the SourceMod/SourcePawn SDK.
     8  *
     9  * This program is free software; you can redistribute it and/or modify it under
    10  * the terms of the GNU General Public License, version 3.0, as published by the
    11  * Free Software Foundation.
    12  * 
    13  * This program is distributed in the hope that it will be useful, but WITHOUT
    14  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    15  * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
    16  * details.
    17  *
    18  * You should have received a copy of the GNU General Public License along with
    19  * this program.  If not, see <http://www.gnu.org/licenses/>.
    20  *
    21  * As a special exception, AlliedModders LLC gives you permission to link the
    22  * code of this program (as well as its derivative works) to "Half-Life 2," the
    23  * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
    24  * by the Valve Corporation.  You must obey the GNU General Public License in
    25  * all respects for all other code used.  Additionally, AlliedModders LLC grants
    26  * this exception to all derivative works.  AlliedModders LLC defines further
    27  * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
    28  * or <http://www.sourcemod.net/license.php>.
    29  *
    30  * Version: $Id$
    31  */
    32 
    33 #if defined _sdktools_trace_included
    34  #endinput
    35 #endif
    36 #define _sdktools_trace_included
    37 
    38 #define	CONTENTS_EMPTY			0		/**< No contents. */
    39 #define	CONTENTS_SOLID			0x1		/**< an eye is never valid in a solid . */
    40 #define	CONTENTS_WINDOW			0x2		/**< translucent, but not watery (glass). */
    41 #define	CONTENTS_AUX			0x4
    42 #define	CONTENTS_GRATE			0x8		/**< alpha-tested "grate" textures.  Bullets/sight pass through, but solids don't. */
    43 #define	CONTENTS_SLIME			0x10
    44 #define	CONTENTS_WATER			0x20
    45 #define	CONTENTS_MIST			0x40
    46 #define CONTENTS_OPAQUE			0x80		/**< things that cannot be seen through (may be non-solid though). */
    47 #define	LAST_VISIBLE_CONTENTS		0x80
    48 #define ALL_VISIBLE_CONTENTS 		(LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
    49 #define CONTENTS_TESTFOGVOLUME		0x100
    50 #define CONTENTS_UNUSED5		0x200
    51 #define CONTENTS_UNUSED6		0x4000
    52 #define CONTENTS_TEAM1			0x800		/**< per team contents used to differentiate collisions. */
    53 #define CONTENTS_TEAM2			0x1000		/**< between players and objects on different teams. */
    54 #define CONTENTS_IGNORE_NODRAW_OPAQUE	0x2000		/**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
    55 #define CONTENTS_MOVEABLE		0x4000		/**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
    56 #define	CONTENTS_AREAPORTAL		0x8000		/**< remaining contents are non-visible, and don't eat brushes. */
    57 #define	CONTENTS_PLAYERCLIP		0x10000
    58 #define	CONTENTS_MONSTERCLIP		0x20000
    59 
    60 /**
    61  * @section currents can be added to any other contents, and may be mixed
    62  */
    63 #define	CONTENTS_CURRENT_0		0x40000
    64 #define	CONTENTS_CURRENT_90		0x80000
    65 #define	CONTENTS_CURRENT_180		0x100000
    66 #define	CONTENTS_CURRENT_270		0x200000
    67 #define	CONTENTS_CURRENT_UP		0x400000
    68 #define	CONTENTS_CURRENT_DOWN		0x800000
    69 
    70 /**
    71  * @endsection
    72  */
    73 
    74 #define	CONTENTS_ORIGIN			0x1000000	/**< removed before bsping an entity. */
    75 #define	CONTENTS_MONSTER		0x2000000	/**< should never be on a brush, only in game. */
    76 #define	CONTENTS_DEBRIS			0x4000000
    77 #define	CONTENTS_DETAIL			0x8000000	/**< brushes to be added after vis leafs. */
    78 #define	CONTENTS_TRANSLUCENT		0x10000000	/**< auto set if any surface has trans. */
    79 #define	CONTENTS_LADDER			0x20000000
    80 #define CONTENTS_HITBOX			0x40000000	/**< use accurate hitboxes on trace. */
    81 
    82 /**
    83  * @section Trace masks.
    84  */
    85 #define	MASK_ALL			(0xFFFFFFFF)
    86 #define	MASK_SOLID			(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) 			/**< everything that is normally solid */
    87 #define	MASK_PLAYERSOLID		(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) 	/**< everything that blocks player movement */
    88 #define	MASK_NPCSOLID			(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
    89 #define	MASK_WATER			(CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) 							/**< water physics in these contents */
    90 #define	MASK_OPAQUE			(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) 							/**< everything that blocks line of sight for AI, lighting, etc */
    91 #define MASK_OPAQUE_AND_NPCS		(MASK_OPAQUE|CONTENTS_MONSTER)										/**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
    92 #define	MASK_VISIBLE			(MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) 								/**< everything that blocks line of sight for players */
    93 #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. */
    94 #define	MASK_SHOT			(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) 	/**< bullets see these as solid */
    95 #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) */
    96 #define MASK_SHOT_PORTAL		(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) 							/**< hits solids (not grates) and passes through everything else */
    97 #define MASK_SOLID_BRUSHONLY		(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) 					/**< everything normally solid, except monsters (world+brush only) */
    98 #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) */
    99 #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) */
   100 #define MASK_NPCWORLDSTATIC		(CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) 					/**< just the world, used for route rebuilding */
   101 #define MASK_SPLITAREAPORTAL		(CONTENTS_WATER|CONTENTS_SLIME) 									/**< These are things that can split areaportals */
   102 
   103 /**
   104  * @endsection
   105  */
   106 
   107 enum RayType
   108 {
   109 	RayType_EndPoint,	/**< The trace ray will go from the start position to the end position. */
   110 	RayType_Infinite	/**< The trace ray will go from the start position to infinity using a direction vector. */
   111 };
   112 
   113 /**
   114  * Called on entity filtering.
   115  *
   116  * @param entity		Entity index.
   117  * @param contentsMask		Contents Mask.
   118  * @return			True to allow the current entity to be hit, otherwise false.
   119  */
   120 functag TraceEntityFilter bool:public(entity, contentsMask);
   121 
   122 /**
   123  * Get the contents mask and the entity index at the given position.
   124  *
   125  * @param pos			World position to test.
   126  * @param entindex		Entity index found at the given position (by reference).
   127  * @return			Contents mask.
   128  */
   129 native TR_GetPointContents(const Float:pos[3], &entindex=-1);
   130 
   131 /**
   132  * Get the point contents testing only the given entity index.
   133  *
   134  * @param entindex		Entity index to test.
   135  * @param pos			World position.
   136  * @return			Contents mask.
   137  */
   138 native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
   139 
   140 /**
   141  * Starts up a new trace ray using a global trace result.
   142  *
   143  * @param pos			Starting position of the ray.
   144  * @param vec			Depending on RayType, it will be used as the ending point, or the direction angle.
   145  * @param flags			Trace flags.
   146  * @param rtype			Method to calculate the ray direction.
   147  * @noreturn
   148  */
   149 native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
   150 
   151 /**
   152  * Starts up a new trace ray using a global trace result and a customized trace ray filter.
   153  *
   154  * @param pos			Starting position of the ray.
   155  * @param vec			Depending on RayType, it will be used as the ending point, or the direction angle.
   156  * @param flags			Trace flags.
   157  * @param rtype			Method to calculate the ray direction.
   158  * @param filter		Function to use as a filter.
   159  * @noreturn
   160  */
   161 native TR_TraceRayFilter(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter);
   162 
   163 /**
   164  * Starts up a new trace ray using a new trace result.
   165  *
   166  * @param pos			Starting position of the ray.
   167  * @param vec			Depending on RayType, it will be used as the ending point, or the direction angle.
   168  * @param flags			Trace flags.
   169  * @param rtype			Method to calculate the ray direction.
   170  * @return			Ray trace handle.
   171  * @note Traces are closed with CloseHandle().
   172  */
   173 native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
   174 
   175 /**
   176  * Starts up a new trace ray using a new trace result and a customized trace ray filter.
   177  *
   178  * @param pos			Starting position of the ray.
   179  * @param vec			Depending on RayType, it will be used as the ending point, or the direction angle.
   180  * @param flags			Trace flags.
   181  * @param rtype			Method to calculate the ray direction.
   182  * @param filter		Function to use as a filter.
   183  * @return			Ray trace handle.
   184  * @note Traces are closed with CloseHandle().
   185  */
   186 native Handle:TR_TraceRayFilterEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter);
   187 
   188 /**
   189  * Returns the time fraction from a trace result (1.0 means no collision).
   190  *
   191  * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   192  * @return			Time fraction value of the trace.
   193  * @error			Invalid Handle.
   194  */
   195 native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
   196 
   197 /**
   198  * Returns the collision position of a trace result.
   199  *
   200  * @param pos			Vector buffer to store data in.
   201  * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   202  * @noreturn
   203  * @error			Invalid Handle.
   204  */
   205 native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
   206 
   207 /**
   208  * Returns the entity index that collided with the trace.
   209  *
   210  * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   211  * @return			Entity index or -1 for no collision.
   212  * @error			Invalid Handle.
   213  */
   214 native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
   215 
   216 /**
   217  * Returns if there was any kind of collision along the trace ray.
   218  *
   219  * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   220  * @return			True if any collision found, otherwise false.
   221  * @error			Invalid Handle.
   222  */
   223 native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
   224 
   225 /**
   226  * Returns in which body hit group the trace collided if any.
   227  *
   228  * @param hndl			A trace Handle, or INVALID_HANDLE to use a global trace result.
   229  * @return			Body hit group.
   230  * @error			Invalid Handle.
   231  */
   232 native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);