fteqw/engine/common/pmove.h
Spoike fdd903e0a3 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

151 lines
4.3 KiB
C

/*
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 128
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
{
int sequence; // just for debugging prints
// player state
vec3_t origin;
vec3_t safeorigin;
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;
int walljump;
qboolean slidefix;
qboolean airstep;
qboolean stepdown;
qboolean slidyslopes;
int stepheight;
qbyte coordsize;
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_VALID|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