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fdd903e0a3
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
151 lines
4.3 KiB
C
151 lines
4.3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#define BUTTON_ATTACK 1
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#define BUTTON_JUMP 2
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typedef enum {
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PM_NORMAL, // normal ground movement
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PM_OLD_SPECTATOR, // fly, no clip to world (QW bug)
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PM_SPECTATOR, // fly, no clip to world
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PM_DEAD, // no acceleration
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PM_FLY, // fly, bump into walls
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PM_NONE, // can't move
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PM_FREEZE, // can't move or look around (TODO)
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PM_WALLWALK, // sticks to walls. on ground while near one
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PM_6DOF // spaceship mode
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} pmtype_t;
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#define PMF_JUMP_HELD 1
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#define PMF_LADDER 2 //pmove flags. seperate from flags
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#define MAX_PHYSENTS 128
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typedef struct
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{
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vec3_t origin;
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vec3_t angles;
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model_t *model; // only for bsp models
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vec3_t mins, maxs; // only for non-bsp models
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unsigned int info; // for client or server to identify
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qbyte nonsolid; //contributes to contents, but does not block. FIXME: why not just use the contentsmask directly?
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qbyte notouch; //don't trigger touch events. FIXME: why are these entities even in the list?
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qbyte isportal; //special portal traversion required
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unsigned int forcecontentsmask;
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// framestate_t framestate;
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#define PE_FRAMESTATE NULLFRAMESTATE //remove this once we start wanting players to interact with ents in different frames.
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} physent_t;
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typedef struct
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{
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int sequence; // just for debugging prints
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// player state
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vec3_t origin;
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vec3_t safeorigin;
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vec3_t angles;
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vec3_t velocity;
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vec3_t basevelocity;
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vec3_t gravitydir;
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qboolean jump_held;
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int jump_msec; // msec since last jump
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float waterjumptime;
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int pm_type;
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vec3_t player_mins;
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vec3_t player_maxs;
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qboolean capsule;
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// world state
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int numphysent;
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physent_t physents[MAX_PHYSENTS]; // 0 should be the world
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// input
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usercmd_t cmd;
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qboolean onladder;
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qboolean safeorigin_known;
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// results
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int skipent;
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int numtouch;
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int touchindex[MAX_PHYSENTS];
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vec3_t touchvel[MAX_PHYSENTS];
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qboolean onground;
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int groundent; // index in physents array, only valid
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// when onground is true
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int waterlevel;
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int watertype;
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struct world_s *world;
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} playermove_t;
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typedef struct {
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//standard quakeworld
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float gravity;
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float stopspeed;
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float maxspeed;
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float spectatormaxspeed;
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float accelerate;
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float airaccelerate;
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float wateraccelerate;
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float friction;
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float waterfriction;
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float flyfriction;
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float entgravity;
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//extended stuff, sent via serverinfo
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float bunnyspeedcap;
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float watersinkspeed;
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float ktjump;
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int walljump;
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qboolean slidefix;
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qboolean airstep;
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qboolean stepdown;
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qboolean slidyslopes;
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int stepheight;
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qbyte coordsize;
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unsigned int flags;
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} movevars_t;
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#define MOVEFLAG_VALID 0x80000000 //to signal that these are actually known. otherwise reserved.
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#define MOVEFLAG_Q2AIRACCELERATE 0x00000001
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#define MOVEFLAG_NOGRAVITYONGROUND 0x00000002 //no slope sliding
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#define MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE 0x00000004 //apply half-gravity both before AND after the move, which better matches the curve
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#define MOVEFLAG_QWEDGEBOX 0x00010000 //calculate edgefriction using tracebox and a buggy start pos
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#define MOVEFLAG_QWCOMPAT (MOVEFLAG_VALID|MOVEFLAG_NOGRAVITYONGROUND|MOVEFLAG_QWEDGEBOX)
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extern movevars_t movevars;
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extern playermove_t pmove;
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void PM_PlayerMove (float gamespeed);
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void PM_Init (void);
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void PM_InitBoxHull (void);
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void PM_CategorizePosition (void);
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int PM_HullPointContents (hull_t *hull, int num, vec3_t p);
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int PM_ExtraBoxContents (vec3_t p); //Peeks for HL-style water.
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int PM_PointContents (vec3_t point);
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qboolean PM_TestPlayerPosition (vec3_t point, qboolean ignoreportals);
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#ifndef __cplusplus
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struct trace_s PM_PlayerTrace (vec3_t start, vec3_t stop, unsigned int solidmask);
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#endif
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