fteqw/engine/common/pmove.h

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/*
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;
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
qboolean pground;
qboolean stepdown;
qboolean slidyslopes;
qboolean autobunny;
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.
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
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