mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
9e8bb446f4
attempt to implement 'simple csqc' api. handle qw+nq gunshot+blood+lightning differently - they do actually have different particle spawn patterns (qw is a single point, so spreads wider). fix q3ui logo mesh thing. work around q3ui player meshes on d3d. split video and renderer latching, so vid_reload delatches more stuff. fix autosprite+autosprite2 in 6 different renderers... added fog volumes to d3d9 renderer. using matrix hacks instead of glDepthRange, this should give more consistent behaviour, especially now that we have r_viewmodel_fov. small cleanup for gl shadowmaps to make the interface more consistent with other renderers. added patchDef2 parsing to fte's .map loader, doesn't actually use it though. some fixes for q3's shaders, including to try to get overbright working better. updated customskin api to give more control. first attempt at a packager system for fteqccgui. probably useless, but whatever. menusys changes to try to support QSS's csqc. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5200 fc73d0e0-1445-4013-8a0c-d673dee63da5
149 lines
4.3 KiB
C
149 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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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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